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Comparing deliantra/server/server/player.C (file contents):
Revision 1.50 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
304 enter_exit (op, 0);
305} 159}
306 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
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->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == 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 = observe = 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
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
330}
331
332player::player ()
333{
334 /* There are some elements we want initialised to non zero value -
335 * we deal with that below this point.
336 */
337 outputs_sync = 4;
338 outputs_count = 4;
339 unapply = unapply_nochoice;
340
341 savebed_map = first_map_path; /* Init. respawn position */
342
343 gen_sp_armour = 10;
344 bowtype = bow_normal;
345 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers;
348 peaceful = 1; /* default peaceful */
349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
307/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
309 * mode. 377 * mode.
310 */ 378 */
311 379player *
312int 380player::create ()
313add_player (client *ns)
314{ 381{
315 player *p = new player; 382 player *pl = new player;
316 383
317 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 385
320 p->next = first_player; 386 pl->ob->roll_stats ();
321 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
322 389
323 p = get_player (p);
324
325 set_first_map (p->ob); 390 set_first_map (pl->ob);
326 391
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 392 return pl;
335} 393}
336 394
337/* 395/*
338 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
364 422
365object * 423object *
366get_nearest_player (object *mon) 424get_nearest_player (object *mon)
367{ 425{
368 object *op = NULL; 426 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 427 objectlink *ol;
371 unsigned lastdist; 428 unsigned lastdist;
372 rv_vector rv; 429 rv_vector rv;
373 430
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 432 {
376 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 440 object *tmp = ol->ob;
384 441
385 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 443 * itself will have been cleared.
387 */ 444 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
389 ol = ol->next; 447 ol = ol->next;
390 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
391 if (!ol) 449 if (!ol)
392 return op; 450 return op;
393 } 451 }
406 { 464 {
407 op = ol->ob; 465 op = ol->ob;
408 lastdist = rv.distance; 466 lastdist = rv.distance;
409 } 467 }
410 } 468 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 469
412 { 470 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
417 { 473 {
418 op = pl->ob; 474 op = pl->ob;
419 lastdist = rv.distance; 475 lastdist = rv.distance;
420 } 476 }
421 } 477
422 }
423#if 0 478#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 480#endif
426 return op; 481 return op;
427} 482}
445 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 502 * is probably not a good thing.
448 */ 503 */
449#define MAX_SPACES 50 504#define MAX_SPACES 50
450
451 505
452/* 506/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 540 x = mon->x;
487 y = mon->y; 541 y = mon->y;
488 m = mon->map; 542 m = mon->map;
489 dir = rv.direction; 543 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
492 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 548 if (diff > max)
494 return 0; 549 return 0;
550
495 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
496 { 552 {
497 lastx = x; 553 lastx = x;
498 lasty = y; 554 lasty = y;
499 lastmap = m; 555 lastmap = m;
581 max--; 637 max--;
582 lastdir = dir; 638 lastdir = dir;
583 if (!firstdir) 639 if (!firstdir)
584 firstdir = dir; 640 firstdir = dir;
585 } 641 }
642
586 if (diff <= 1) 643 if (diff <= 1)
587 { 644 {
588 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 646 * headed toward player for entire distance.
590 */ 647 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 650 }
651
594 if (diff > max) 652 if (diff > max)
595 return 0; 653 return 0;
596 } 654 }
655
597 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
598 if (!max) 657 if (!max)
599 return 0; 658 return 0;
600 659
601 return firstdir; 660 return firstdir;
694 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
695 link_player_skills (pl); 754 link_player_skills (pl);
696} 755}
697 756
698void 757void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
783{ 759{
784 if (party == NULL) 760 if (party == NULL)
785 { 761 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 763 return;
788 } 764 }
765
789 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 770}
794
795 771
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 773static int
798roll_stat (void) 774roll_stat (void)
799{ 775{
800 int a[4], i, j, k; 776 int a[4], i, j, k;
801 777
802 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
804 780
805 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 782 if (a[i] < k)
807 k = a[i], j = i; 783 k = a[i], j = i;
808 784
809 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 786 if (i != j)
812 k += a[i]; 787 k += a[i];
813 } 788
814 return k; 789 return k;
815} 790}
816 791
817void 792void
818roll_stats (object *op) 793object::roll_stats ()
819{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
820 int sum = 0; 799 int sum = 0;
821 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
823 802
824 do 803 if (sum >= 82 && sum <= 116)
804 break;
825 { 805 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 806
837 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 809
846 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
847 do 811 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 812
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 813 stats.exp = 0;
882 op->stats.ac = 0; 814 stats.ac = 0;
883 815
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
892 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
893} 828}
894 829
895void 830void
896Roll_Again (object *op) 831object::swap_stats (int a, int b)
897{ 832{
898 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 834
903void 835 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
905{ 862{
906 signed char tmp;
907 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
908 864
909 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 869}
1024 870
1025/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1029 * not the class. 875 * not the class.
1030 */ 876 */
1031 877void
1032int 878player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 879{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 882
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 884 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1053 886
1054 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1056 889
1057 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1058 891
1059 if (op->msg) 892 if (ob->msg)
1060 op->msg = NULL; 893 ob->msg = 0;
1061 894
1062 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1063 * to save here. 896 * to save here.
1064 */ 897 */
898 {
899 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1067 903
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 904 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 907 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1076 fix_player (op); 909 ob->update_stats ();
1077 910
1078 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1079 * is one for this race 912 * is one for this race
1080 */ 913 */
1081 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1082 { 915 {
1083 object *tmp; 916 object *tmp;
1084 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1085 918
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 920 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1093 * default initial map */ 926 * default initial map */
1094 tmp->destroy (); 927 tmp->destroy ();
1095 } 928 }
1096 else 929 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
1098 932
1099 return 0; 933void
1100 } 934player::chargen_race_next ()
1101 935{
1102 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1104 */ 938 */
1105 939
1106 tmp_loop = 0; 940 do
1107 while (!tmp_loop)
1108 { 941 {
1109 shstr name = op->name; 942 shstr name = ob->name;
1110 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1111 944
1112 remove_statbonus (op); 945 ob->remove_statbonus ();
1113 op->remove (); 946 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 949 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1119 op->x = x; 952 ob->x = x;
1120 op->y = y; 953 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 957 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 958 }
959 while (!allowed_class (ob));
1127 960
1128 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 963 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 966 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 967}
1190 968
1191void 969void
1192flee_player (object *op) 970flee_player (object *op)
1193{ 971{
1240 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1020 op->enemy = NULL;
1243} 1021}
1244 1022
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1025 * stop.
1249 */ 1026 */
1250int 1027int
1251check_pick (object *op) 1028check_pick (object *op)
1252{ 1029{
1253 object *tmp, *next; 1030 object *tmp, *next;
1254 int stop = 0; 1031 int stop = 0;
1255 int j, k, wvratio; 1032 int wvratio;
1256 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1257 1034
1258 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1260 return 1; 1037 return 1;
1261 1038
1329 if (tmp->name != NULL) 1106 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1109 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1114 }
1115
1366 /* philosophy: 1116 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1121 * example.
1372 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1559 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1311 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1312 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1313 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1316 {
1567 pick_up (op, tmp); 1317 pick_up (op, tmp);
1568 continue; 1318 continue;
1569 } 1319 }
1570 } 1320 }
1571 1321
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1323 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1325 {
1576 pick_up (op, tmp); 1326 pick_up (op, tmp);
1577 continue; 1327 continue;
1578 } 1328 }
1579 } 1329 }
1604 if (tmp->name != NULL) 1354 if (tmp->name != NULL)
1605 { 1355 {
1606 fprintf (stderr, "%s", tmp->name); 1356 fprintf (stderr, "%s", tmp->name);
1607 } 1357 }
1608 else 1358 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1362#endif
1613 continue; 1363 continue;
1614 } 1364 }
1625 * found object is returned. 1375 * found object is returned.
1626 */ 1376 */
1627object * 1377object *
1628find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1629{ 1379{
1630 object *tmp = NULL; 1380 object *tmp = 0;
1631 1381
1632 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1636 return op; 1386 return op;
1387
1637 return tmp; 1388 return tmp;
1638} 1389}
1639 1390
1640/* 1391/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1396 */
1646
1647object * 1397object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1399{
1650 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1468 * op = the shooter
1719 * type = bow->race 1469 * type = bow->race
1720 * dir = fire direction 1470 * dir = fire direction
1721 */ 1471 */
1722
1723object * 1472object *
1724pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1725{ 1474{
1726 object *tmp = NULL; 1475 object *tmp = NULL;
1727 maptile *m; 1476 maptile *m;
1792 */ 1541 */
1793int 1542int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1544{
1796 object *left, *bow; 1545 object *left, *bow;
1797 int bowspeed, mflags; 1546 int mflags;
1798 maptile *m; 1547 maptile *m;
1799 1548
1800 if (!dir) 1549 if (!dir)
1801 { 1550 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1552 return 0;
1804 } 1553 }
1805 1554
1806 if (op->type == PLAYER) 1555 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1808 else 1557 else
1809 { 1558 {
1810 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1566 if (!bow)
1818 { 1567 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1569 return 0;
1821 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1822 } 1579 }
1823 1580
1824 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1825 { 1582 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1584 return 0;
1828 } 1585 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1586
1839 if (arrow == NULL) 1587 if (arrow == NULL)
1840 { 1588 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1590 {
1843 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1594 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1848 return 0; 1597 return 0;
1849 } 1598 }
1850 } 1599 }
1851 1600
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1623 return 0;
1875 } 1624 }
1876 1625
1877 arrow->set_owner (op); 1626 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1628 arrow->direction = dir;
1881 arrow->x = sx; 1629
1882 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637#if 0
1638 if (player *pl = op->contr)
1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0;
1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1662
1884 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1885 { 1664 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1919 } 1672 }
1920 else 1673 else
1921 { 1674 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1675 arrow->level = op->level;
1924 } 1676 arrow->stats.wc -= bow->magic;
1925 1677
1926 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1927 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1928 1683
1929 if (bow->slaying) 1684 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1686
1932 arrow->map = m; 1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1690
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1692 m->insert (arrow, sx, sy, op);
1938 1693
1939 if (!arrow->destroyed ()) 1694 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1695 move_arrow (arrow);
1941 1696
1942 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1962{ 1717{
1963 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
1964 1719
1965 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
1966 { 1721 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1723 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1725 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1727 wcmod = -1;
1728
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1730 }
1975 else if (op->contr->bowtype == bow_threewide) 1731 else if (op->contr->bowtype == bow_threewide)
1976 { 1732 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1738 {
1983 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);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1742 }
1988 else 1743 else
1989 { 1744 {
1990 /* Simple case */ 1745 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1747 }
1748
1993 return ret; 1749 return ret;
1994} 1750}
1995
1996 1751
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1999 */ 1754 */
2000void 1755void
2001fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2002{ 1757{
2003 object *item; 1758 object *item = op->contr->ranged_ob;
2004 1759
2005 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2006 { 1761 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1763 return;
2009 } 1764 }
2010 1765
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1766 if (!item->inv)
2013 { 1767 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1769 return;
2016 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2017 if (item->type == WAND) 1775 if (item->type == WAND)
2018 { 1776 {
2019 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2020 { 1778 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2023 return; 1782 return;
2024 } 1783 }
2025 } 1784 }
2026 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2027 { 1786 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1788 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2031 if (item->type == ROD) 1791 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1793 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2035 return; 1796 return;
2036 } 1797 }
2037 } 1798 }
2038 1799
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1808
2048 if (item->arch) 1809 if (item->arch)
2049 { 1810 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2052 item->speed = 0; 1813 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1814 }
1815
2055 if ((tmp = item->in_player ())) 1816 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1818 }
2058 } 1819 }
2059 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1821 drain_rod_charge (item);
2062 }
2063 } 1822 }
2064} 1823}
2065 1824
2066/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2067 */ 1826 */
2068void 1827bool
2069fire (object *op, int dir) 1828fire (object *op, int dir)
2070{ 1829{
2071 int spellcost = 0; 1830 int spellcost = 0;
2072 1831
2073 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2075 make_visible (op); 1834 make_visible (op);
2076 1835
2077 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
2078 { 1842 }
2079 case range_none:
2080 return;
2081 1843
2082 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2083 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2084 return; 1861 break;
2085 1862
2086 case range_magic: /* Casting spells */ 1863 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1865 break;
2089 1866
2090 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2091 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2092 return; 1877 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1878 }
2120}
2121 1879
2122 1880 return true;
1881}
2123 1882
2124/* find_key 1883/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1888 * pl is the player,
2130 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
2133 */ 1892 */
2134
2135object * 1893object *
2136find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
2137{ 1895{
2138 object *tmp, *key; 1896 object *tmp, *key;
2139 1897
2140 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1899 if (!container->inv)
2142 return NULL; 1900 return 0;
2143 1901
2144 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1904 {
2147 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1906 break;
2149 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
2151 */ 1909 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1911 break;
2154 } 1912 }
1913
2155 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1915 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1916 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1917 * a key, return
2159 */ 1918 */
2160 if (!tmp) 1919 if (!tmp)
2161 { 1920 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1922 {
2164 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1925 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
2168 return key; 1927 return key;
2169 } 1928 }
2170 } 1929 }
1930
2171 if (!tmp) 1931 if (!tmp)
2172 return NULL; 1932 return NULL;
2173 } 1933 }
1934
2174 /* We get down here if we have found a key. Now if its in a container, 1935 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1936 * see if we actually want to use it
2176 */ 1937 */
2177 if (pl != container) 1938 if (pl != container)
2178 { 1939 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1962 return NULL;
2202 } 1963 }
2203 } 1964 }
1965
2204 return tmp; 1966 return tmp;
2205} 1967}
2206 1968
2207/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1972 * 0 otherwise
2211 */ 1973 */
2212static int 1974static int
2213player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
2214{ 1976{
2215 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
2216 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
2217 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
2218 */ 1980 */
2219 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
2220 1982
2221 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
2222 if (key) 1984 if (key)
2223 { 1985 {
2224 object *container = key->env; 1986 object *container = key->env;
2225 1987
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
2227 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2228 make_visible (op); 1991 make_visible (op);
1992
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2231 if (door->type == DOOR) 1996 if (door->type == DOOR)
2232 {
2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2236 { 1999 {
2237 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2238 remove_door2 (door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2239 } 2002 }
2003
2240 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2243 if (container != op) 2007 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2245 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2246 } 2011 }
2247 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2248 { 2013 {
2249 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2251 return 1; 2016 return 1;
2252 } 2017 }
2018
2253 return 0; 2019 return 0;
2254} 2020}
2255 2021
2256/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2258 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2259 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2260 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2261 */ 2027 */
2262void 2028bool
2263move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2264{ 2030{
2265 object *tmp, *mon;
2266 sint16 nx, ny;
2267 int on_battleground; 2031 int on_battleground;
2268 maptile *m;
2269 2032
2270 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2272 2035
2273 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2274 2046
2275 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2276 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2277 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2278 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2279 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2280 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2281 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2282 * move_ob uses. 2054 * move_ob uses.
2283 */ 2055 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 maptile *m = op->map->xy_find (nx, ny);
2285 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 {
2288 m = get_map_from_coord (op->map, &nx, &ny);
2289 if (!m)
2290 return; /* Don't think this should happen */
2291 }
2292 else
2293 m = op->map;
2294 2057
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return;
2299 }
2300
2301 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if 2058 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack. 2059 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters 2060 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space 2061 * on the space
2306 */ 2062 */
2307 while (tmp) 2063 object *mon;
2308 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2309 if (tmp == op) 2065 {
2310 { 2066 if ((mon->flag [FLAG_ALIVE]
2311 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2312 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2313 }
2314
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp; 2069 && mon != op)
2318 break; 2070 break;
2319 } 2071 }
2320 2072
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */ 2074 return false; /* into a wall */
2329 2075
2330 if (mon->head)
2331 mon = mon->head; 2076 mon = mon->head_ ();
2332 2077
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2334 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2335 return; 2083 return true;
2084 }
2336 2085
2337 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them. 2091 * and thus will not push them.
2343 */ 2092 */
2344 2093
2345 /* If the creature is a pet, push it even if the player is not 2094 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the 2095 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2348 */ 2097 */
2349 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2354#else
2355 && mon->owner == op 2101 || mon->owner == op)
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2103 {
2359 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced) 2105 if (op->contr->braced)
2361 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2364 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2116 make_visible (op);
2117
2366 return; 2118 return true;
2367 } 2119 }
2120 else
2121 return false;
2122 }
2368 2123
2369 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2371 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2372 * attack them either. 2127 * attack them either.
2373 */ 2128 */
2374 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2376#ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful 2131 && ((op->contr->peaceful
2378 || (mon->type == PLAYER 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground)) 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2385 { 2136 {
2137 --op->speed_left;
2138
2386 if (!op->contr->braced) 2139 if (!op->contr->braced)
2387 { 2140 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2390 } 2143 }
2391 else 2144 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2393 2146
2394 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2148 make_visible (op);
2396 }
2397 2149
2150 return true;
2151 }
2152 }
2398 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2399 * roll it if not braced. You can't roll it if you are braced. 2154 * roll it if not braced. You can't roll it if you are braced.
2400 */ 2155 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2402 { 2159 {
2160 --op->speed_left;
2161
2403 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2405 make_visible (op); 2164 make_visible (op);
2406 }
2407 2165
2166 return true;
2167 }
2168 }
2408 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2174 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2177 {
2418 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 2179 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430 2181
2431 skill_attack (mon, op, 0, 0, 0); 2182 skill_attack (mon, op, 0, 0, 0);
2432
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck;
2445 }
2446 2183
2447 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2448 make_visible (op); 2185 make_visible (op);
2449 }
2450 } /* if player should attack something */
2451}
2452 2186
2453int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2454move_player (object *op, int dir) 2195move_player (object *op, int dir)
2455{ 2196{
2456 int pick; 2197 int pick;
2457 2198
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2200 return 0;
2460 2201
2461 /* Sanity check: make sure dir is valid */ 2202 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2203 if ((dir < 0) || (dir >= 9))
2463 { 2204 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2206 return 0;
2466 } 2207 }
2467 2208
2468 /* peterm: added following line */ 2209 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2212
2472 op->facing = dir; 2213 op->facing = dir;
2473 2214
2474 if (op->hide) 2215 if (op->hide)
2475 do_hidden_move (op); 2216 do_hidden_move (op);
2476 2217
2218 bool retval;
2219
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ; 2221 retval = RESULT_INT (0);
2479 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2480 fire (op, dir); 2223 retval = fire (op, dir);
2481 else 2224 else
2482 { 2225 {
2483 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2484 pick = check_pick (op); 2227 pick = check_pick (op);
2485 } 2228 }
2486 2229
2487 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing. 2231 * server can handle repeat firing.
2495 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2497 * for players. 2240 * for players.
2498 */ 2241 */
2499 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2500 return 0; 2243
2244 return retval;
2501} 2245}
2502 2246
2503/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2504 * new client/server stuff. 2248 * new client/server stuff.
2505 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2506 * the new speed values for commands. 2250 * the new speed values for commands.
2507 * 2251 *
2508 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2509 */ 2255 */
2510int 2256bool
2511handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2512{ 2258{
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2534 { 2260 {
2535 flee_player (op); 2261 if (op->speed_left > 0.f)
2536 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2262 {
2539 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2540 return 0; 2266 return true;
2541 } 2267 }
2268 else
2269 return false;
2542 } 2270 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2271
2552 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2274 * called, so we recheck it here.
2555 */ 2275 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2276 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2560 if (op->speed_left < 0)
2561 return 0; 2277 return true;
2562 2278
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction); 2280 return move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578 2281
2579 return 0; 2282 return false;
2580} 2283}
2581 2284
2582int 2285int
2583save_life (object *op) 2286save_life (object *op)
2584{ 2287{
2601 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2602 2305
2603 if (op->stats.food < 0) 2306 if (op->stats.food < 0)
2604 op->stats.food = 999; 2307 op->stats.food = 999;
2605 2308
2606 fix_player (op); 2309 op->update_stats ();
2607 return 1; 2310 return 1;
2608 } 2311 }
2609 2312
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2619 * from. 2322 * from.
2620 */ 2323 */
2621void 2324void
2622remove_unpaid_objects (object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2623{ 2326{
2624 object *next;
2625
2626 while (op) 2327 while (op)
2627 { 2328 {
2628 next = op->below; /* Make sure we have a good value, in case 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2330
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2332 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2335
2336 op->insert_at (env);
2639 } 2337 }
2640 else if (op->inv) 2338 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2339 remove_unpaid_objects (op->inv, env);
2642 2340
2643 op = next; 2341 op = next;
2644 } 2342 }
2645} 2343}
2646
2647 2344
2648/* 2345/*
2649 * Returns pointer a static string containing gravestone text 2346 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2347 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2348 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2383 strcat (buf2, buf);
2687 2384
2688 return buf2; 2385 return buf2;
2689} 2386}
2690
2691
2692 2387
2693void 2388void
2694do_some_living (object *op) 2389do_some_living (object *op)
2695{ 2390{
2696 int last_food = op->stats.food; 2391 int last_food = op->stats.food;
2702 int rate_grace = 2000; 2397 int rate_grace = 2000;
2703 const int max_hp = 1; 2398 const int max_hp = 1;
2704 const int max_sp = 1; 2399 const int max_sp = 1;
2705 const int max_grace = 1; 2400 const int max_grace = 1;
2706 2401
2707 if (op->contr->outputs_sync) 2402 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2403 {
2404 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2411 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2413 {
2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2419 }
2713 2420
2714 if (op->contr->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2715 { 2422 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2424 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2425 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2427 else
2722 { 2428 {
2723 gen_hp = op->stats.maxhp; 2429 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2430 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2431 }
2432
2726 if (op->contr->gen_sp >= 0) 2433 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2434 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2435 else
2729 { 2436 {
2730 gen_sp = op->stats.maxsp; 2437 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2438 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2439 }
2440
2733 if (op->contr->gen_grace >= 0) 2441 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2443 else
2736 { 2444 {
2737 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2447 }
2740 2448
2741 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2743 { 2451 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp) 2453 if (op->stats.sp < op->stats.maxsp)
2746 { 2454 {
2747 op->stats.sp++; 2455 op->stats.sp++;
2753 op->stats.food += op->contr->digestion; 2461 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2463 op->stats.food = last_food;
2756 } 2464 }
2757 } 2465 }
2466
2758 if (max_sp > 1) 2467 if (max_sp > 1)
2759 { 2468 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2469 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2470 if (over_sp > 0)
2762 { 2471 {
2763 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2764 { 2473 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2477 op->stats.sp--;
2478
2768 if (op->stats.sp > op->stats.maxsp) 2479 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2480 op->stats.sp = op->stats.maxsp;
2770 } 2481 }
2771 op->last_sp = 0; 2482 op->last_sp = 0;
2772 } 2483 }
2773 else 2484 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 } 2486 }
2778 else 2487 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2489 }
2783 2490
2784 /* Regenerate Grace */ 2491 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2493 if (--op->last_grace < 0)
2787 { 2494 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2495 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2790 if (max_grace > 1) 2498 if (max_grace > 1)
2791 { 2499 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2501 if (over_grace > 0)
2794 { 2502 {
2822 op->stats.food += op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2532 op->stats.food = last_food;
2825 } 2533 }
2826 } 2534 }
2535
2827 if (max_hp > 1) 2536 if (max_hp > 1)
2828 { 2537 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2539 if (over_hp > 0)
2831 { 2540 {
2844 } 2553 }
2845 2554
2846 /* Digestion */ 2555 /* Digestion */
2847 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2848 { 2557 {
2849#ifdef COZY_SERVER
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852#else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854#endif
2855 2559
2856 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else 2562 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2860 /* dms do not consume food */ 2565 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2567 op->stats.food--;
2863 } 2568 }
2864 }
2865 2569
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2571 {
2868 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2869 2573
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 { 2575 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2583 break;
2880 } 2584 }
2881 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2882 flesh = tmp; 2586 flesh = tmp;
2883 } /* End if paid for object */ 2587 } /* End if paid for object */
2884 } /* end of for loop */ 2588 } /* end of for loop */
2589
2885 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2591 * eat flesh instead.
2887 */ 2592 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2594 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2892 } 2597 }
2893 } /* end if player is starving */ 2598 }
2894 2599
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2897 2602
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2604 kill_player (op);
2605 }
2900} 2606}
2901
2902
2903 2607
2904/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2611 * file.
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2643
2940 /* restore player */ 2644 /* restore player */
2941 at = archetype::find ("poisoning"); 2645 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2647 {
2945 tmp->destroy (); 2648 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2650 }
2948 2651
2949 at = archetype::find ("confusion"); 2652 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2654 {
2953 tmp->destroy (); 2655 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2657 }
2956 2658
2958 op->stats.hp = op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2661 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2662 op->stats.food = 999;
2961 2663
2962 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2666 {
2966 sprintf (buf, "%s's finger", &op->name); 2667 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2668 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2672 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2673 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2974 tmp->x = op->x, tmp->y = op->y; 2675 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2676 }
2977 2677
2978 /* teleport defeated player to new destination */ 2678 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2680 op->contr->braced = 0;
2985 2685
2986 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2987 2687
2988 if (op->stats.food < 0) 2688 if (op->stats.food < 0)
2989 { 2689 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2690 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2691 strcpy (op->contr->killer, "starvation");
2999 } 2692 }
3000 else 2693 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2694 sprintf (buf, "%s died.", &op->name);
3010 } 2695
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2697
3013 /* save the map location for corpse, gravestone */ 2698 /* save the map location for corpse, gravestone */
3014 x = op->x; 2699 x = op->x;
3015 y = op->y; 2700 y = op->y;
3016 map = op->map; 2701 map = op->map;
3017 2702
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2704 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this. 2705 * See the config.h file for a little more in depth detail about this.
3024 */ 2706 */
3025 2707
3026 /* Basically two ways to go - remove a stat permanently, or just 2708 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2709 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2710 * of death.
3029 */ 2711 */
3030#ifndef COZY_SERVER 2712#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2713 if (settings.balanced_stat_loss)
3032 { 2714 {
3033 /* If stat loss is permanent, lose one stat only. */ 2715 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2716 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2717 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2718 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2719 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2720 little bit harder. */
3039 /* GD */ 2721 /* GD */
3040 if (settings.stat_loss_on_death) 2722 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2723 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2724 else
3046 { 2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 }
2727 else
3047 num_stats_lose = 1; 2728 num_stats_lose = 1;
3048 } 2729
3049 lost_a_stat = 0; 2730 lost_a_stat = 0;
3050 2731
3051 for (z = 0; z < num_stats_lose; z++) 2732 for (z = 0; z < num_stats_lose; z++)
3052 { 2733 {
3053 i = RANDOM () % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
3054 2735
3055 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
2737 {
2738 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost.
2740 */
2741 change_attr_value (&(op->stats), i, -1);
2742 check_stat_bounds (&(op->stats));
2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2744 check_stat_bounds (&(op->contr->orig_stats));
2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2746 lost_a_stat = 1;
2747 }
2748 else
2749 {
2750 /* deplete a stat */
2751 archetype *deparch = archetype::find ("depletion");
2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
3056 { 2756 {
3057 /* Pick a random stat and take a point off it. Tell the player 2757 dep = arch_to_object (deparch);
3058 * what he lost. 2758 insert_ob_in_ob (dep, op);
3059 */
3060 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1;
3066 } 2759 }
3067 else 2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss)
3068 { 2762 {
3069 /* deplete a stat */ 2763 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2764 /* Get the stat that we're about to deplete. */
3071 object *dep; 2765 this_stat = get_attr_value (&(dep->stats), i);
3072 2766 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2767 {
3076 dep = arch_to_object (deparch); 2768 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2769 int keep_chance = this_stat * this_stat;
3078 } 2770
3079 lose_this_stat = 1; 2771 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2772 if (keep_chance < 1)
2773 keep_chance = 1;
2774
2775 /* There is a maximum depletion total per level. */
2776 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2777 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2778 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2779 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2780 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2781 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2782 else
3121 if (this_stat >= -50)
3122 { 2783 {
3123 change_attr_value (&(dep->stats), i, -1); 2784 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2785 lose_this_stat = 0;
2786 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2787 this_stat, keep_chance, loss_chance,
2788 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2789 }
3129 } 2790 }
3130 } 2791 }
2792
2793 if (lose_this_stat)
2794 {
2795 this_stat = get_attr_value (&(dep->stats), i);
2796 /* We could try to do something clever like find another
2797 * stat to reduce if this fails. But chances are, if
2798 * stats have been depleted to -50, all are pretty low
2799 * and should be roughly the same, so it shouldn't make a
2800 * difference.
2801 */
2802 if (this_stat >= -50)
2803 {
2804 change_attr_value (&(dep->stats), i, -1);
2805 SET_FLAG (dep, FLAG_APPLIED);
2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2807 op->update_stats ();
2808 lost_a_stat = 1;
2809 }
3131 } 2810 }
2811 }
2812 }
3132 /* If no stat lost, tell the player. */ 2813 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2814 if (!lost_a_stat)
3134 { 2815 {
3135 /* determine_god() seems to not work sometimes... why is this? 2816 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2817 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2818 const char *god = determine_god (op);
3138 2819
3139 if (god && (strcmp (god, "none"))) 2820 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2822 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2824 }
3144#else 2825#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2827#endif
3147 2828
3148 /* Put a gravestone up where the character 'almost' died. List the 2829 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2830 * exp loss on the stone.
3150 */ 2831 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2832 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2833 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2834 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2835 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2836 tmp->name_pl = buf;
3156 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2837 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3157 tmp->msg = buf; 2838 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2839 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2841
3161 /**************************************/ 2842 /**************************************/
3162 /* */ 2843 /* */
3163 /* Subtract the experience points, */ 2844 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2845 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2846 /* food, and reset HP's... */
3166 /* */ 2847 /* */
3167 /**************************************/ 2848 /**************************************/
3168 2849
3169 /* remove any poisoning and confusion the character may be suffering. */ 2850 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2851 /* restore player */
3171 at = archetype::find ("poisoning"); 2852 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2853 tmp = present_arch_in_ob (at, op);
3173 2854
3174 if (tmp) 2855 if (tmp)
3175 { 2856 {
3176 tmp->destroy (); 2857 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2859 }
3179 2860
3180 at = archetype::find ("confusion"); 2861 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2862 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2863 if (tmp)
3183 { 2864 {
3184 tmp->destroy (); 2865 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2867 }
3187 2868
3188 cure_disease (op, 0); /* remove any disease */ 2869 cure_disease (op, 0); /* remove any disease */
3189 2870
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2871 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2872 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2873 if (op->stats.food < 100)
3193 op->stats.food = 900; 2874 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2878
3198 /* 2879 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2880 * Check to see if the player has any unpaid items. If so, remove them
3200 * the player has any unpaid items. If so, remove them and put them back 2881 * and put them back in the map.
3201 * in the map. 2882 */
3202 */
3203
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
3206 2884
3207 /****************************************/ 2885 /****************************************/
3208 /* */ 2886 /* */
3209 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
3211 /* */ 2889 /* */
3212 /****************************************/ 2890 /****************************************/
3213 2891
3214 enter_player_savebed (op); 2892 enter_player_savebed (op);
3215 2893
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2894 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2895
3222 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2899 * on the space that might harm the player.
3226 */ 2900 */
3227 will_kill_again = 0; 2901 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2902 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2903 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2904 will_kill_again |= tmp->attacktype;
3231 2905
3232 if (will_kill_again) 2906 if (will_kill_again)
3233 { 2907 {
3234 object *force; 2908 object *force;
3235 int at; 2909 int at;
3236 2910
3237 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2913 force->speed = 0.1f;
3240 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2918 force->resist[at] = 100;
3245 2919
3246 insert_ob_in_ob (force, op); 2920 insert_ob_in_ob (force, op);
3247 fix_player (op); 2921 op->update_stats ();
3248 2922
3249 } 2923 }
3250 2924
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2926}
3320
3321 2927
3322void 2928void
3323loot_object (object *op) 2929loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2930{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2931 object *tmp, *tmp2, *next;
3326 2932
3327 if (op->container) 2933 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2934
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2935 for (tmp = op->inv; tmp; tmp = next)
3333 { 2936 {
3334 next = tmp->below; 2937 next = tmp->below;
2938
3335 if (tmp->invisible) 2939 if (tmp->invisible)
3336 continue; 2940 continue;
2941
3337 tmp->remove (); 2942 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2944
3339 if (tmp->type == CONTAINER) 2945 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2946 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2947
3342 }
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3344 { 2949 {
3345 if (tmp->nrof > 1) 2950 if (tmp->nrof > 1)
3346 { 2951 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy (); 2953 tmp2->destroy ();
3359/* 2964/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3361 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
3362 * was changed. 2967 * was changed.
3363 */ 2968 */
3364
3365void 2969void
3366fix_weight (void) 2970fix_weight (void)
3367{ 2971{
3368 player *pl; 2972 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2973 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 2975
3374 if (old == sum) 2976 if (old == sum)
3375 continue; 2977 continue;
3376 fix_player (pl->ob); 2978 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 2980 }
3379} 2981}
3380 2982
3381void 2983void
3382fix_luck (void) 2984fix_luck (void)
3383{ 2985{
3384 player *pl; 2986 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 2987 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 2988 pl->ob->change_luck (0);
3389} 2989}
3390
3391 2990
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 2991/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 2992 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 2993 * just treat this as any other spell casting object.
3395 */ 2994 */
3396
3397void 2995void
3398cast_dust (object *op, object *throw_ob, int dir) 2996cast_dust (object *op, object *throw_ob, int dir)
3399{ 2997{
3400 object *skop, *spob; 2998 object *skop, *spob;
3401 2999
3435 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3436 { 3034 {
3437 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3439 } 3037 }
3038
3440 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3441} 3040}
3442 3041
3443int 3042int
3444is_true_undead (object *op) 3043is_true_undead (object *op)
3445{ 3044{
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3046 return 1;
3450 3047
3451 return 0; 3048 return 0;
3452} 3049}
3497/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3498 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3499 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3500 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3501 */ 3098 */
3502
3503void 3099void
3504do_hidden_move (object *op) 3100do_hidden_move (object *op)
3505{ 3101{
3506 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3507 object *skop; 3103 object *skop;
3511 3107
3512 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3513 3109
3514 /* its *extremely* hard to run and sneak/hide at the same time! */ 3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3515 if (op->type == PLAYER && op->contr->run_on) 3111 if (op->type == PLAYER && op->contr->run_on)
3516 {
3517 if (!skop || num >= skop->level) 3112 if (!skop || num >= skop->level)
3518 { 3113 {
3519 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3114 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3520 make_visible (op); 3115 make_visible (op);
3521 return; 3116 return;
3522 } 3117 }
3523 else 3118 else
3524 num += 20; 3119 num += 20;
3525 } 3120
3526 num += op->map->difficulty; 3121 num += op->map->difficulty;
3527 hide = hideability (op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3528 num -= hide; 3123 num -= hide;
3124
3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 { 3126 {
3531 make_visible (op); 3127 make_visible (op);
3532 if (op->type == PLAYER) 3128 if (op->type == PLAYER)
3533 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3534 } 3130 }
3535 else if (op->type == PLAYER && skop) 3131 else if (op->type == PLAYER && skop)
3536 {
3537 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3538 }
3539} 3133}
3540 3134
3541/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3542 3136
3543int 3137int
3610 if (pl->type != PLAYER) 3204 if (pl->type != PLAYER)
3611 { 3205 {
3612 LOG (llevError, "player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3613 return -1; 3207 return -1;
3614 } 3208 }
3209
3615 if (!pl || !op) 3210 if (!pl || !op)
3616 return 0; 3211 return 0;
3617 3212
3618 if (op->head)
3619 {
3620 op = op->head; 3213 op = op->head_ ();
3621 } 3214
3622 get_rangevector (pl, op, &rv, 0x1); 3215 get_rangevector (pl, op, &rv, 0x1);
3623 3216
3624 /* starting with the 'head' part, lets loop 3217 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any 3218 * through the object and find if it has any
3626 * part that is in the los array but isnt on 3219 * part that is in the los array but isnt on
3634 3227
3635 /* only the viewable area the player sees is updated by LOS 3228 /* only the viewable area the player sees is updated by LOS
3636 * code, so we need to restrict ourselves to that range of values 3229 * code, so we need to restrict ourselves to that range of values
3637 * for any meaningful values. 3230 * for any meaningful values.
3638 */ 3231 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3641 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3642 return 1; 3235 return 1;
3643 op = op->more; 3236 op = op->more;
3644 } 3237 }
3645 return 0; 3238 return 0;
3646} 3239}
3743 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3744 int i = 0, j = 0; 3337 int i = 0, j = 0;
3745 3338
3746 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3747 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3748 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3749 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3750 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3751 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3752 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3753 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3754 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3755 3348
3756 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3757 return; 3350 return;
3758 3351
3759 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3760 3353
3761 if (tr == NULL || tr->item == NULL) 3354 if (!tr || !tr->item)
3762 { 3355 {
3763 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3764 return; 3357 return;
3765 } 3358 }
3766 3359
3832 { 3425 {
3833 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3834 object *skin; 3427 object *skin;
3835 3428
3836 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3837 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3432 ;
3433
3838 if (skin == NULL) 3434 if (!skin)
3839 return; 3435 return;
3840 3436
3841 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 { 3439 {
3888 * not readied. 3484 * not readied.
3889 */ 3485 */
3890void 3486void
3891player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3892{ 3488{
3893 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3894 3491
3895 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3896 { 3493 pl->combat_ob = 0;
3494
3897 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3898 { 3496 pl->ranged_ob = 0;
3899 pl->ranges[i] = NULL;
3900 if (pl->shoottype == i)
3901 {
3902 pl->shoottype = range_none;
3903 }
3904 }
3905 }
3906} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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