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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 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; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 37
78void 38void
79display_motd (const object *op) 39display_motd (const object *op)
80{ 40{
81 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
155 115
156 news[0] = '\0'; 116 news[0] = '\0';
157 subject[0] = '\0'; 117 subject[0] = '\0';
158 size = 0; 118 size = 0;
159 119
160 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
161 { 121 {
162 if (*buf == '#') 122 if (*buf == '#')
163 continue; 123 continue;
164 124
165 if (*buf == '%') 125 if (*buf == '%')
166 { /* send one news */ 126 { /* send one news */
167 if (size > 0) 127 if (size > 0)
168 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
169 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
170 strip_endline (subject); 131 strip_endline (subject);
171 size = 0; 132 size = 0;
172 news[0] = '\0'; 133 news[0] = '\0';
173 } 134 }
182 size += strlen (buf); 143 size += strlen (buf);
183 } 144 }
184 } 145 }
185 146
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 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);
188 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
189}
190
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 150}
298 151
299/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
300static void 153static void
301set_first_map (object *op) 154set_first_map (object *op)
302{ 155{
303 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
304 op->x = -1; 157 op->x = -1;
305 op->y = -1; 158 op->y = -1;
306 enter_exit (op, 0);
307} 159}
308 160
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
309/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
310 * 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
311 * mode. 370 * mode.
312 */ 371 */
313 372player *
314int 373player::create ()
315add_player (client *ns)
316{ 374{
317 player *p = new player; 375 player *pl = new player;
318 376
319 p->ns = ns; 377 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 378
322 p->next = first_player; 379 pl->ob->roll_stats ();
323 first_player = p; 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
324 382
325 p = get_player (p);
326
327 set_first_map (p->ob); 383 set_first_map (pl->ob);
328 384
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 385 return pl;
338} 386}
339 387
340/* 388/*
341 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
367 415
368object * 416object *
369get_nearest_player (object *mon) 417get_nearest_player (object *mon)
370{ 418{
371 object *op = NULL; 419 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 420 objectlink *ol;
374 unsigned lastdist; 421 unsigned lastdist;
375 rv_vector rv; 422 rv_vector rv;
376 423
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 425 {
379 /* 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
380 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
386 object *tmp = ol->ob; 433 object *tmp = ol->ob;
387 434
388 /* 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
389 * itself will have been cleared. 436 * itself will have been cleared.
390 */ 437 */
391 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 ());
392 ol = ol->next; 440 ol = ol->next;
393 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
394 if (!ol) 442 if (!ol)
395 return op; 443 return op;
396 } 444 }
409 { 457 {
410 op = ol->ob; 458 op = ol->ob;
411 lastdist = rv.distance; 459 lastdist = rv.distance;
412 } 460 }
413 } 461 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 462
415 { 463 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
420 { 466 {
421 op = pl->ob; 467 op = pl->ob;
422 lastdist = rv.distance; 468 lastdist = rv.distance;
423 } 469 }
424 } 470
425 }
426#if 0 471#if 0
427 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)");
428#endif 473#endif
429 return op; 474 return op;
430} 475}
448 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
449 * 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
450 * is probably not a good thing. 495 * is probably not a good thing.
451 */ 496 */
452#define MAX_SPACES 50 497#define MAX_SPACES 50
453
454 498
455/* 499/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * 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
458 * 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
489 x = mon->x; 533 x = mon->x;
490 y = mon->y; 534 y = mon->y;
491 m = mon->map; 535 m = mon->map;
492 dir = rv.direction; 536 dir = rv.direction;
493 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 */
494 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
495 /* 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. */
496 if (diff > max) 541 if (diff > max)
497 return 0; 542 return 0;
543
498 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
499 { 545 {
500 lastx = x; 546 lastx = x;
501 lasty = y; 547 lasty = y;
502 lastmap = m; 548 lastmap = m;
584 max--; 630 max--;
585 lastdir = dir; 631 lastdir = dir;
586 if (!firstdir) 632 if (!firstdir)
587 firstdir = dir; 633 firstdir = dir;
588 } 634 }
635
589 if (diff <= 1) 636 if (diff <= 1)
590 { 637 {
591 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 639 * headed toward player for entire distance.
593 */ 640 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 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));
596 } 643 }
644
597 if (diff > max) 645 if (diff > max)
598 return 0; 646 return 0;
599 } 647 }
648
600 /* 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 */
601 if (!max) 650 if (!max)
602 return 0; 651 return 0;
603 652
604 return firstdir; 653 return firstdir;
697 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
698 link_player_skills (pl); 747 link_player_skills (pl);
699} 748}
700 749
701void 750void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
787{ 752{
788 if (party == NULL) 753 if (party == NULL)
789 { 754 {
790 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);
791 return; 756 return;
792 } 757 }
758
793 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 763}
798 764
799
800/* 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. */
801int 766static int
802roll_stat (void) 767roll_stat (void)
803{ 768{
804 int a[4], i, j, k; 769 int a[4], i, j, k;
805 770
806 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
808 773
809 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 775 if (a[i] < k)
811 k = a[i], j = i; 776 k = a[i], j = i;
812 777
813 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 779 if (i != j)
816 k += a[i]; 780 k += a[i];
817 } 781
818 return k; 782 return k;
819} 783}
820 784
821void 785void
822roll_stats (object *op) 786object::roll_stats ()
823{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
824 int sum = 0; 792 int sum = 0;
825 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
827 795
828 do 796 if (sum >= 82 && sum <= 116)
797 break;
829 { 798 }
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840 799
841 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 802
850 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
851 do 804 stats.stat (i) = statsort [i];
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866 805
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 806 stats.exp = 0;
886 op->stats.ac = 0; 807 stats.ac = 0;
887 808
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
895 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
896 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
897} 821}
898 822
899void 823void
900Roll_Again (object *op) 824object::swap_stats (int a, int b)
901{ 825{
902 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905}
906 827
907void 828 for (int i = 0; i < NUM_STATS; ++i)
908Swap_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)
909{ 855{
910 signed char tmp;
911 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
912 857
913 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 862}
1028 863
1029/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1033 * not the class. 868 * not the class.
1034 */ 869 */
1035 870void
1036int 871player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 872{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1053 875
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 877 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
1057 879
1058 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1060 882
1061 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1062 884
1063 if (op->msg) 885 if (ob->msg)
1064 op->msg = NULL; 886 ob->msg = 0;
1065 887
1066 /* 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
1067 * to save here. 889 * to save here.
1068 */ 890 */
891 {
892 char buf[MAX_BUF];
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1070 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1071 896
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 897 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op); 900 link_player_skills (ob);
1079 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1080 fix_player (op); 902 ob->update_stats ();
1081 903
1082 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1083 * is one for this race 905 * is one for this race
1084 */ 906 */
1085 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1086 { 908 {
1087 object *tmp; 909 object *tmp;
1088 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1089 911
1090 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);
1091 tmp = object::create (); 913 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1094 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1095 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;
1096 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1097 * default initial map */ 919 * default initial map */
1098 tmp->destroy (); 920 tmp->destroy ();
1099 } 921 }
1100 else 922 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
1102 925
1103 return 0; 926void
1104 } 927player::chargen_race_next ()
1105 928{
1106 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1108 */ 931 */
1109 932
1110 tmp_loop = 0; 933 do
1111 while (!tmp_loop)
1112 { 934 {
1113 shstr name = op->name; 935 shstr name = ob->name;
1114 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1115 937
1116 remove_statbonus (op); 938 ob->remove_statbonus ();
1117 op->remove (); 939 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
1120 op->instantiate (); 942 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1123 op->x = x; 945 ob->x = x;
1124 op->y = y; 946 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1128 add_statbonus (op); 950 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 951 }
952 while (!allowed_class (ob));
1131 953
1132 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 956 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 959 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 960}
1194 961
1195void 962void
1196flee_player (object *op) 963flee_player (object *op)
1197{ 964{
1244 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 1013 op->enemy = NULL;
1247} 1014}
1248 1015
1249
1250/* 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.
1251 * 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
1252 * stop. 1018 * stop.
1253 */ 1019 */
1254int 1020int
1255check_pick (object *op) 1021check_pick (object *op)
1256{ 1022{
1257 object *tmp, *next; 1023 object *tmp, *next;
1258 int stop = 0; 1024 int stop = 0;
1259 int j, k, wvratio; 1025 int wvratio;
1260 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1261 1027
1262 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1264 return 1; 1030 return 1;
1265 1031
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &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))));
1336 else 1102 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &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
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1107 }
1108
1370 /* philosophy: 1109 /* philosophy:
1371 * 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
1372 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1374 * 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
1375 * example. 1114 * example.
1376 * 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
1377 * 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
1378 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1629 * found object is returned. 1368 * found object is returned.
1630 */ 1369 */
1631object * 1370object *
1632find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1633{ 1372{
1634 object *tmp = NULL; 1373 object *tmp = 0;
1635 1374
1636 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1637 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))
1638 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1640 return op; 1379 return op;
1380
1641 return tmp; 1381 return tmp;
1642} 1382}
1643 1383
1644/* 1384/*
1645 * 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
1646 * 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
1647 * 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
1648 * 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.
1649 */ 1389 */
1650
1651object * 1390object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1392{
1654 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1721 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1461 * op = the shooter
1723 * type = bow->race 1462 * type = bow->race
1724 * dir = fire direction 1463 * dir = fire direction
1725 */ 1464 */
1726
1727object * 1465object *
1728pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1729{ 1467{
1730 object *tmp = NULL; 1468 object *tmp = NULL;
1731 maptile *m; 1469 maptile *m;
1796 */ 1534 */
1797int 1535int
1798fire_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)
1799{ 1537{
1800 object *left, *bow; 1538 object *left, *bow;
1801 int bowspeed, mflags; 1539 int mflags;
1802 maptile *m; 1540 maptile *m;
1803 1541
1804 if (!dir) 1542 if (!dir)
1805 { 1543 {
1806 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!");
1807 return 0; 1545 return 0;
1808 } 1546 }
1809 1547
1810 if (op->type == PLAYER) 1548 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1812 else 1550 else
1813 { 1551 {
1814 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1815 /* 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
1816 * 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.
1821 if (!bow) 1559 if (!bow)
1822 { 1560 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1562 return 0;
1825 } 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
1826 } 1572 }
1827 1573
1828 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1829 { 1575 {
1830 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);
1831 return 0; 1577 return 0;
1832 } 1578 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842 1579
1843 if (arrow == NULL) 1580 if (arrow == NULL)
1844 { 1581 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1583 {
1847 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1848 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);
1849 /* 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 */
1850 else 1587 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1852 return 0; 1590 return 0;
1853 } 1591 }
1854 } 1592 }
1855 1593
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1878 return 0; 1616 return 0;
1879 } 1617 }
1880 1618
1881 arrow->set_owner (op); 1619 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1621 arrow->direction = dir;
1885 arrow->x = sx; 1622
1886 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;
1887 1655
1888 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1889 { 1657 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 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;
1923 } 1665 }
1924 else 1666 else
1925 { 1667 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1668 arrow->level = op->level;
1928 } 1669 arrow->stats.wc -= bow->magic;
1929 1670
1930 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1931 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1932 1676
1933 if (bow->slaying) 1677 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1679
1936 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1683
1940 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);
1941 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1942 1686
1943 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1688 move_arrow (arrow);
1945 1689
1946 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1966{ 1710{
1967 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1968 1712
1969 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1970 { 1714 {
1971 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);
1972 } 1716 }
1973 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)
1974 { 1718 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1720 wcmod = -1;
1721
1977 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);
1978 } 1723 }
1979 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1980 { 1725 {
1981 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);
1985 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1731 {
1987 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);
1988 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);
1989 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);
1990
1991 } 1735 }
1992 else 1736 else
1993 { 1737 {
1994 /* Simple case */ 1738 /* Simple case */
1995 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);
1996 } 1740 }
1741
1997 return ret; 1742 return ret;
1998} 1743}
1999
2000 1744
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
2003 */ 1747 */
2004void 1748void
2005fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2006{ 1750{
2007 object *item; 1751 object *item = op->contr->ranged_ob;
2008 1752
2009 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2010 { 1754 {
2011 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.");
2012 return; 1756 return;
2013 } 1757 }
2014 1758
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1759 if (!item->inv)
2017 { 1760 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1762 return;
2020 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2021 if (item->type == WAND) 1768 if (item->type == WAND)
2022 { 1769 {
2023 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2024 { 1771 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2026 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
2027 return; 1775 return;
2028 } 1776 }
2029 } 1777 }
2030 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2031 { 1779 {
2032 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))
2033 { 1781 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2035 if (item->type == ROD) 1784 if (item->type == ROD)
2036 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));
2037 else 1786 else
2038 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
2039 return; 1789 return;
2040 } 1790 }
2041 } 1791 }
2042 1792
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2051 1801
2052 if (item->arch) 1802 if (item->arch)
2053 { 1803 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2056 item->speed = 0; 1806 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1807 }
1808
2059 if ((tmp = item->in_player ())) 1809 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1811 }
2062 } 1812 }
2063 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1814 drain_rod_charge (item);
2066 }
2067 } 1815 }
2068} 1816}
2069 1817
2070/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2071 */ 1819 */
2072void 1820bool
2073fire (object *op, int dir) 1821fire (object *op, int dir)
2074{ 1822{
2075 int spellcost = 0; 1823 int spellcost = 0;
2076 1824
2077 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2079 make_visible (op); 1827 make_visible (op);
2080 1828
2081 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;
2082 { 1835 }
2083 case range_none:
2084 return;
2085 1836
2086 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:
2087 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2088 return; 1854 break;
2089 1855
2090 case range_magic: /* Casting spells */ 1856 case SPELL:
2091 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);
2092 return; 1858 break;
2093 1859
2094 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:
2095 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2096 return; 1870 break;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 } 1871 }
2124}
2125 1872
2126 1873 return true;
1874}
2127 1875
2128/* find_key 1876/* find_key
2129 * 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
2130 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1881 * pl is the player,
2134 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2137 */ 1885 */
2138
2139object * 1886object *
2140find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2141{ 1888{
2142 object *tmp, *key; 1889 object *tmp, *key;
2143 1890
2144 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1892 if (!container->inv)
2146 return NULL; 1893 return 0;
2147 1894
2148 /* 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 */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1897 {
2151 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1899 break;
2153 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2155 */ 1902 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1904 break;
2158 } 1905 }
1906
2159 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2160 /* 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.
2161 * 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
2162 * a key, return 1910 * a key, return
2163 */ 1911 */
2164 if (!tmp) 1912 if (!tmp)
2165 { 1913 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1915 {
2168 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1918 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2172 return key; 1920 return key;
2173 } 1921 }
2174 } 1922 }
1923
2175 if (!tmp) 1924 if (!tmp)
2176 return NULL; 1925 return NULL;
2177 } 1926 }
1927
2178 /* 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,
2179 * see if we actually want to use it 1929 * see if we actually want to use it
2180 */ 1930 */
2181 if (pl != container) 1931 if (pl != container)
2182 { 1932 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "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));
2205 return NULL; 1955 return NULL;
2206 } 1956 }
2207 } 1957 }
1958
2208 return tmp; 1959 return tmp;
2209} 1960}
2210 1961
2211/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2214 * 0 otherwise 1965 * 0 otherwise
2215 */ 1966 */
2216static int 1967static int
2217player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2218{ 1969{
2219 /* 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,
2220 * 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 -
2221 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2222 */ 1973 */
2223 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2224 1975
2225 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2226 if (key) 1977 if (key)
2227 { 1978 {
2228 object *container = key->env; 1979 object *container = key->env;
2229 1980
2230 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
2231 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2232 make_visible (op); 1984 make_visible (op);
1985
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2235 if (door->type == DOOR) 1989 if (door->type == DOOR)
2236 {
2237 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 */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2240 { 1992 {
2241 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));
2242 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1995 }
1996
2244 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2247 if (container != op) 2000 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2249 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2250 } 2004 }
2251 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2252 { 2006 {
2253 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1; 2009 return 1;
2256 } 2010 }
2011
2257 return 0; 2012 return 0;
2258} 2013}
2259 2014
2260/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2262 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2263 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2264 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2265 */ 2020 */
2266void 2021bool
2267move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2268{ 2023{
2269 object *tmp, *mon;
2270 sint16 nx, ny;
2271 int on_battleground; 2024 int on_battleground;
2272 maptile *m;
2273 2025
2274 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2276 2028
2277 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 }
2278 2039
2279 /* 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
2280 * 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
2281 * 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
2282 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2283 * 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
2284 * 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
2285 * 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
2286 * move_ob uses. 2047 * move_ob uses.
2287 */ 2048 */
2288 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);
2289 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 {
2292 m = get_map_from_coord (op->map, &nx, &ny);
2293 if (!m)
2294 return; /* Don't think this should happen */
2295 }
2296 else
2297 m = op->map;
2298 2050
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return;
2303 }
2304
2305 mon = 0;
2306 /* 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
2307 * 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.
2308 * 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
2309 * on the space 2054 * on the space
2310 */ 2055 */
2311 while (tmp) 2056 object *mon;
2312 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2313 if (tmp == op) 2058 {
2314 { 2059 if ((mon->flag [FLAG_ALIVE]
2315 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2316 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2317 }
2318
2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2320 {
2321 mon = tmp; 2062 && mon != op)
2322 break; 2063 break;
2323 } 2064 }
2324 2065
2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2326 mon = tmp;
2327
2328 tmp = tmp->above;
2329 }
2330
2331 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2332 return; /* into a wall */ 2067 return false; /* into a wall */
2333 2068
2334 if (mon->head)
2335 mon = mon->head; 2069 mon = mon->head_ ();
2336 2070
2337 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)
2338 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2339 return; 2076 return true;
2077 }
2340 2078
2341 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2342 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2343 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2344 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2345 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2346 * and thus will not push them. 2084 * and thus will not push them.
2347 */ 2085 */
2348 2086
2349 /* 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
2350 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2352 */ 2090 */
2353 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2354#if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2358#else
2359 && mon->owner == op 2094 || mon->owner == op)
2360#endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2096 {
2363 /* 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 */
2364 if (op->contr->braced) 2098 if (op->contr->braced)
2365 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2366 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);
2367 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2368 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2109 make_visible (op);
2110
2370 return; 2111 return true;
2371 } 2112 }
2113 else
2114 return false;
2115 }
2372 2116
2373 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2375 * 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
2376 * attack them either. 2120 * attack them either.
2377 */ 2121 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2379 (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))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 2124 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2389 { 2129 {
2130 --op->speed_left;
2131
2390 if (!op->contr->braced) 2132 if (!op->contr->braced)
2391 { 2133 {
2392 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);
2393 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2394 } 2136 }
2395 else 2137 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2397 2139
2398 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2399 make_visible (op); 2141 make_visible (op);
2400 }
2401 2142
2143 return true;
2144 }
2145 }
2402 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2403 * 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.
2404 */ 2148 */
2405 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)
2406 { 2152 {
2153 --op->speed_left;
2154
2407 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2408 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2409 make_visible (op); 2157 make_visible (op);
2410 }
2411 2158
2159 return true;
2160 }
2161 }
2412 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2413 * 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
2414 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2415 * 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
2416 * 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.
2417 */ 2167 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((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)))
2421 { 2170 {
2422 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit)
2429 { 2172 {
2430 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434 2174
2435 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2436
2437 /* If attacking another player, that player gets automatic
2438 * hitback, and doesn't loose luck either.
2439 * Disable hitback on the battleground or if the target is
2440 * the wiz.
2441 */
2442 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2443 {
2444 short luck = mon->stats.luck;
2445
2446 mon->contr->has_hit = 1;
2447 skill_attack (op, mon, 0, 0, 0);
2448 mon->stats.luck = luck;
2449 }
2450 2176
2451 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2452 make_visible (op); 2178 make_visible (op);
2453 }
2454 } /* if player should attack something */
2455}
2456 2179
2457int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2458move_player (object *op, int dir) 2188move_player (object *op, int dir)
2459{ 2189{
2460 int pick; 2190 int pick;
2461 2191
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2193 return 0;
2464 2194
2465 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2467 { 2197 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2199 return 0;
2470 } 2200 }
2471 2201
2472 /* peterm: added following line */ 2202 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2205
2476 op->facing = dir; 2206 op->facing = dir;
2477 2207
2478 if (op->hide) 2208 if (op->hide)
2479 do_hidden_move (op); 2209 do_hidden_move (op);
2480 2210
2211 bool retval;
2212
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ; 2214 retval = RESULT_INT (0);
2483 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2484 fire (op, dir); 2216 retval = fire (op, dir);
2485 else 2217 else
2486 { 2218 {
2487 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2488 pick = check_pick (op); 2220 pick = check_pick (op);
2489 } 2221 }
2490 2222
2491 /* 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
2492 * server can handle repeat firing. 2224 * server can handle repeat firing.
2499 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2501 * for players. 2233 * for players.
2502 */ 2234 */
2503 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2504 return 0; 2236
2237 return retval;
2505} 2238}
2506 2239
2507/* 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
2508 * new client/server stuff. 2241 * new client/server stuff.
2509 * 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
2510 * the new speed values for commands. 2243 * the new speed values for commands.
2511 * 2244 *
2512 * 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.
2513 */ 2248 */
2514int 2249bool
2515handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2516{ 2251{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2253 {
2539 flee_player (op); 2254 if (op->speed_left > 0.f)
2540 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 { 2255 {
2543 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2544 return 0; 2259 return true;
2545 } 2260 }
2261 else
2262 return false;
2546 } 2263 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2264
2556 /* 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
2557 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2267 * called, so we recheck it here.
2559 */ 2268 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2269 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0; 2270 return true;
2566 2271
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582 2274
2583 return 0; 2275 return false;
2584} 2276}
2585 2277
2586int 2278int
2587save_life (object *op) 2279save_life (object *op)
2588{ 2280{
2605 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2606 2298
2607 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2608 op->stats.food = 999; 2300 op->stats.food = 999;
2609 2301
2610 fix_player (op); 2302 op->update_stats ();
2611 return 1; 2303 return 1;
2612 } 2304 }
2613 2305
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 * from. 2315 * from.
2624 */ 2316 */
2625void 2317void
2626remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2627{ 2319{
2628 object *next;
2629
2630 while (op) 2320 while (op)
2631 { 2321 {
2632 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' */
2633 * we remove object 'op' 2323
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2325 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2643 } 2330 }
2644 else if (op->inv) 2331 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2646 2333
2647 op = next; 2334 op = next;
2648 } 2335 }
2649} 2336}
2650
2651 2337
2652/* 2338/*
2653 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2376 strcat (buf2, buf);
2691 2377
2692 return buf2; 2378 return buf2;
2693} 2379}
2694
2695
2696 2380
2697void 2381void
2698do_some_living (object *op) 2382do_some_living (object *op)
2699{ 2383{
2700 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2390 int rate_grace = 2000;
2707 const int max_hp = 1; 2391 const int max_hp = 1;
2708 const int max_sp = 1; 2392 const int max_sp = 1;
2709 const int max_grace = 1; 2393 const int max_grace = 1;
2710 2394
2711 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
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--;
2712 { 2404 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2716 } 2412 }
2717 2413
2718 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2719 { 2415 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2420 else
2726 { 2421 {
2727 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2424 }
2425
2730 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2428 else
2733 { 2429 {
2734 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2432 }
2433
2737 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2436 else
2740 { 2437 {
2741 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2440 }
2744 2441
2745 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2747 { 2444 {
2748 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);
2749 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2750 { 2447 {
2751 op->stats.sp++; 2448 op->stats.sp++;
2757 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2758 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))
2759 op->stats.food = last_food; 2456 op->stats.food = last_food;
2760 } 2457 }
2761 } 2458 }
2459
2762 if (max_sp > 1) 2460 if (max_sp > 1)
2763 { 2461 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2463 if (over_sp > 0)
2766 { 2464 {
2767 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2768 { 2466 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2770 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))
2771 op->stats.sp--; 2470 op->stats.sp--;
2471
2772 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2774 } 2474 }
2775 op->last_sp = 0; 2475 op->last_sp = 0;
2776 } 2476 }
2777 else 2477 else
2778 {
2779 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);
2780 }
2781 } 2479 }
2782 else 2480 else
2783 {
2784 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);
2785 }
2786 } 2482 }
2787 2483
2788 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2789 /* 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. */
2790 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2791 { 2487 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2794 if (max_grace > 1) 2491 if (max_grace > 1)
2795 { 2492 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2494 if (over_grace > 0)
2798 { 2495 {
2826 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2827 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))
2828 op->stats.food = last_food; 2525 op->stats.food = last_food;
2829 } 2526 }
2830 } 2527 }
2528
2831 if (max_hp > 1) 2529 if (max_hp > 1)
2832 { 2530 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2532 if (over_hp > 0)
2835 { 2533 {
2848 } 2546 }
2849 2547
2850 /* Digestion */ 2548 /* Digestion */
2851 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2852 { 2550 {
2853#ifdef COZY_SERVER
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856#else
2857 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;
2858#endif
2859 2552
2860 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2861 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);
2862 else 2555 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2864 /* dms do not consume food */ 2558 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2560 op->stats.food--;
2867 } 2561 }
2868 }
2869 2562
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2564 {
2872 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2873 2566
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2568 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2880 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.");
2881 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2576 break;
2884 } 2577 }
2885 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2886 flesh = tmp; 2579 flesh = tmp;
2887 } /* End if paid for object */ 2580 } /* End if paid for object */
2888 } /* end of for loop */ 2581 } /* end of for loop */
2582
2889 /* 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
2890 * eat flesh instead. 2584 * eat flesh instead.
2891 */ 2585 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2587 {
2894 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.");
2895 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2896 } 2590 }
2897 } /* end if player is starving */ 2591 }
2898 2592
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2901 2595
2902 if (!op->contr->ns->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))
2903 kill_player (op); 2597 kill_player (op);
2598 }
2904} 2599}
2905
2906
2907 2600
2908/* 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.
2909 * 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
2910 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2604 * file.
2941 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!");
2942 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...");
2943 2636
2944 /* restore player */ 2637 /* restore player */
2945 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2640 {
2949 tmp->destroy (); 2641 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2643 }
2952 2644
2953 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2647 {
2957 tmp->destroy (); 2648 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2650 }
2960 2651
2962 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2655 op->stats.food = 999;
2965 2656
2966 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2659 {
2970 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2661 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2973 " 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",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2665 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2669 }
2981 2670
2982 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2673 op->contr->braced = 0;
2989 2678
2990 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2991 2680
2992 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2993 { 2682 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
3003 } 2685 }
3004 else 2686 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3014 } 2688
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2690
3017 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3018 x = op->x; 2692 x = op->x;
3019 y = op->y; 2693 y = op->y;
3020 map = op->map; 2694 map = op->map;
3021 2695
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * 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.
3027 * 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.
3028 */ 2699 */
3029 2700
3030 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2703 * of death.
3033 */ 2704 */
3034#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3036 { 2707 {
3037 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3038 /* 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
3039 more if they do. */ 2710 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2713 little bit harder. */
3043 /* GD */ 2714 /* GD */
3044 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2716 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2717 else
3050 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3051 num_stats_lose = 1; 2721 num_stats_lose = 1;
3052 } 2722
3053 lost_a_stat = 0; 2723 lost_a_stat = 0;
3054 2724
3055 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3056 { 2726 {
3057 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3058 2728
3059 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)
3060 { 2749 {
3061 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3062 * what he lost. 2751 insert_ob_in_ob (dep, op);
3063 */
3064 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1;
3070 } 2752 }
3071 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3072 { 2755 {
3073 /* deplete a stat */ 2756 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3075 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3076 2759 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2760 {
3080 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3082 } 2763
3083 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 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)
3090 { 2770 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2771 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2773 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2774 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2775 else
3125 if (this_stat >= -50)
3126 { 2776 {
3127 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 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"); */
3132 } 2782 }
3133 } 2783 }
3134 } 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 }
3135 } 2803 }
2804 }
2805 }
3136 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2807 if (!lost_a_stat)
3138 { 2808 {
3139 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3142 2812
3143 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3144 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);
3145 else 2815 else
3146 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.");
3147 } 2817 }
3148#else 2818#else
3149 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.");
3150#endif 2820#endif
3151 2821
3152 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2823 * exp loss on the stone.
3154 */ 2824 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2827 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3160 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);
3161 tmp->msg = buf; 2831 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2834
3165 /**************************************/ 2835 /**************************************/
3166 /* */ 2836 /* */
3167 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3170 /* */ 2840 /* */
3171 /**************************************/ 2841 /**************************************/
3172 2842
3173 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2844 /* restore player */
3175 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
3177 2847
3178 if (tmp) 2848 if (tmp)
3179 { 2849 {
3180 tmp->destroy (); 2850 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2852 }
3183 2853
3184 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2856 if (tmp)
3187 { 2857 {
3188 tmp->destroy (); 2858 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2860 }
3191 2861
3192 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3193 2863
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3197 op->stats.food = 900; 2867 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2871
3202 /* 2872 /*
3203 * 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
3204 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3205 * in the map. 2875 */
3206 */
3207
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3210 2877
3211 /****************************************/ 2878 /****************************************/
3212 /* */ 2879 /* */
3213 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3215 /* */ 2882 /* */
3216 /****************************************/ 2883 /****************************************/
3217 2884
3218 enter_player_savebed (op); 2885 enter_player_savebed (op);
3219 2886
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2887 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2888
3226 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2892 * on the space that might harm the player.
3230 */ 2893 */
3231 will_kill_again = 0; 2894 will_kill_again = 0;
3232 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)
3233 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3235 2898
3236 if (will_kill_again) 2899 if (will_kill_again)
3237 { 2900 {
3238 object *force; 2901 object *force;
3239 int at; 2902 int at;
3240 2903
3241 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2906 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2911 force->resist[at] = 100;
3249 2912
3250 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3251 fix_player (op); 2914 op->update_stats ();
3252 2915
3253 } 2916 }
3254 2917
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2919}
3324
3325 2920
3326void 2921void
3327loot_object (object *op) 2922loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3330 2925
3331 if (op->container) 2926 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2927
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3337 { 2929 {
3338 next = tmp->below; 2930 next = tmp->below;
2931
3339 if (tmp->invisible) 2932 if (tmp->invisible)
3340 continue; 2933 continue;
2934
3341 tmp->remove (); 2935 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3343 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2940
3346 }
3347 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))))
3348 { 2942 {
3349 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3350 { 2944 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy (); 2946 tmp2->destroy ();
3363/* 2957/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3365 * 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
3366 * was changed. 2960 * was changed.
3367 */ 2961 */
3368
3369void 2962void
3370fix_weight (void) 2963fix_weight (void)
3371{ 2964{
3372 player *pl; 2965 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2966 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 2968
3378 if (old == sum) 2969 if (old == sum)
3379 continue; 2970 continue;
3380 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3381 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);
3382 } 2973 }
3383} 2974}
3384 2975
3385void 2976void
3386fix_luck (void) 2977fix_luck (void)
3387{ 2978{
3388 player *pl; 2979 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2980 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3393} 2982}
3394
3395 2983
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3399 */ 2987 */
3400
3401void 2988void
3402cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3403{ 2990{
3404 object *skop, *spob; 2991 object *skop, *spob;
3405 2992
3439 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3440 { 3027 {
3441 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3443 } 3030 }
3031
3444 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3445} 3033}
3446 3034
3447int 3035int
3448is_true_undead (object *op) 3036is_true_undead (object *op)
3449{ 3037{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1; 3039 return 1;
3454 3040
3455 return 0; 3041 return 0;
3456} 3042}
3501/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 3091 */
3506
3507void 3092void
3508do_hidden_move (object *op) 3093do_hidden_move (object *op)
3509{ 3094{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511 object *skop; 3096 object *skop;
3515 3100
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3102
3518 /* 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! */
3519 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3522 { 3106 {
3523 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!");
3524 make_visible (op); 3108 make_visible (op);
3525 return; 3109 return;
3526 } 3110 }
3527 else 3111 else
3528 num += 20; 3112 num += 20;
3529 } 3113
3530 num += op->map->difficulty; 3114 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3116 num -= hide;
3117
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3119 {
3535 make_visible (op); 3120 make_visible (op);
3536 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3537 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!");
3538 } 3123 }
3539 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3540 {
3541 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);
3542 }
3543} 3126}
3544 3127
3545/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3546 3129
3547int 3130int
3614 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3615 { 3198 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3200 return -1;
3618 } 3201 }
3202
3619 if (!pl || !op) 3203 if (!pl || !op)
3620 return 0; 3204 return 0;
3621 3205
3622 if (op->head)
3623 {
3624 op = op->head; 3206 op = op->head_ ();
3625 } 3207
3626 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3627 3209
3628 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3211 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3330 int i = 0, j = 0;
3749 3331
3750 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3759 3341
3760 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3761 return; 3343 return;
3762 3344
3763 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++);
3764 3346
3765 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3766 { 3348 {
3767 /* 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]); */
3768 return; 3350 return;
3769 } 3351 }
3770 3352
3895 * not readied. 3477 * not readied.
3896 */ 3478 */
3897void 3479void
3898player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3899{ 3481{
3900 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3901 3484
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3903 { 3486 pl->combat_ob = 0;
3487
3904 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3905 { 3489 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 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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