ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 2006 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 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; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 37
78void 38void
79display_motd (const object *op) 39display_motd (const object *op)
80{ 40{
81 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
155 115
156 news[0] = '\0'; 116 news[0] = '\0';
157 subject[0] = '\0'; 117 subject[0] = '\0';
158 size = 0; 118 size = 0;
159 119
160 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
161 { 121 {
162 if (*buf == '#') 122 if (*buf == '#')
163 continue; 123 continue;
164 124
165 if (*buf == '%') 125 if (*buf == '%')
166 { /* send one news */ 126 { /* send one news */
167 if (size > 0) 127 if (size > 0)
168 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
169 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
170 strip_endline (subject); 131 strip_endline (subject);
171 size = 0; 132 size = 0;
172 news[0] = '\0'; 133 news[0] = '\0';
173 } 134 }
182 size += strlen (buf); 143 size += strlen (buf);
183 } 144 }
184 } 145 }
185 146
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
188 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
189}
190
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 150}
298 151
299/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
300static void 153static void
301set_first_map (object *op) 154set_first_map (object *op)
302{ 155{
303 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
304 op->x = -1; 157 op->x = -1;
305 op->y = -1; 158 op->y = -1;
306 enter_exit (op, 0);
307} 159}
308 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (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->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->object::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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369}
370
371player::~player ()
372{
373 /* Clear item stack */
374 free (stack_items);
375}
376
309/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
311 * mode. 379 * mode.
312 */ 380 */
313 381player *
314int 382player::create ()
315add_player (client *ns)
316{ 383{
317 player *p = new player; 384 player *pl = new player;
318 385
319 p->ns = ns; 386 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 387
322 p->next = first_player; 388 pl->ob->roll_stats ();
323 first_player = p; 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
324 391
325 p = get_player (p);
326
327 set_first_map (p->ob); 392 set_first_map (pl->ob);
328 393
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 394 return pl;
338} 395}
339 396
340/* 397/*
341 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
343 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
344 */ 401 */
345archetype * 402archetype *
346get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
347{ 404{
348 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
349 406
350 for (;;) 407 for (;;)
351 { 408 {
352 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
353 at = first_archetype; 410 i = archetypes.begin ();
354 else 411 else if (*i == at)
355 at = at->next; 412 cleanup ("not a single player archetype found");
356 413
357 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
358 return at; 415 return *i;
359
360 if (at == start)
361 {
362 LOG (llevError, "No Player archetypes\n");
363 exit (-1);
364 }
365 } 416 }
366} 417}
367 418
368object * 419object *
369get_nearest_player (object *mon) 420get_nearest_player (object *mon)
370{ 421{
371 object *op = NULL; 422 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 423 objectlink *ol;
374 unsigned lastdist; 424 unsigned lastdist;
375 rv_vector rv; 425 rv_vector rv;
376 426
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 428 {
379 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
380 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
386 object *tmp = ol->ob; 436 object *tmp = ol->ob;
387 437
388 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
389 * itself will have been cleared. 439 * itself will have been cleared.
390 */ 440 */
391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
392 ol = ol->next; 443 ol = ol->next;
393 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
394 if (!ol) 445 if (!ol)
395 return op; 446 return op;
396 } 447 }
409 { 460 {
410 op = ol->ob; 461 op = ol->ob;
411 lastdist = rv.distance; 462 lastdist = rv.distance;
412 } 463 }
413 } 464 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 465
415 { 466 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
420 { 469 {
421 op = pl->ob; 470 op = pl->ob;
422 lastdist = rv.distance; 471 lastdist = rv.distance;
423 } 472 }
424 } 473
425 }
426#if 0 474#if 0
427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
428#endif 476#endif
429 return op; 477 return op;
430} 478}
448 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
449 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 498 * is probably not a good thing.
451 */ 499 */
452#define MAX_SPACES 50 500#define MAX_SPACES 50
453
454 501
455/* 502/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
458 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 536 x = mon->x;
490 y = mon->y; 537 y = mon->y;
491 m = mon->map; 538 m = mon->map;
492 dir = rv.direction; 539 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
494 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
495 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
496 if (diff > max) 544 if (diff > max)
497 return 0; 545 return 0;
546
498 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
499 { 548 {
500 lastx = x; 549 lastx = x;
501 lasty = y; 550 lasty = y;
502 lastmap = m; 551 lastmap = m;
584 max--; 633 max--;
585 lastdir = dir; 634 lastdir = dir;
586 if (!firstdir) 635 if (!firstdir)
587 firstdir = dir; 636 firstdir = dir;
588 } 637 }
638
589 if (diff <= 1) 639 if (diff <= 1)
590 { 640 {
591 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 642 * headed toward player for entire distance.
593 */ 643 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 646 }
647
597 if (diff > max) 648 if (diff > max)
598 return 0; 649 return 0;
599 } 650 }
651
600 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
601 if (!max) 653 if (!max)
602 return 0; 654 return 0;
603 655
604 return firstdir; 656 return firstdir;
697 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
698 link_player_skills (pl); 750 link_player_skills (pl);
699} 751}
700 752
701void 753void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
787{ 755{
788 if (party == NULL) 756 if (party == NULL)
789 { 757 {
790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
791 return; 759 return;
792 } 760 }
761
793 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 766}
798 767
799
800/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801int 769static int
802roll_stat (void) 770roll_stat (void)
803{ 771{
804 int a[4], i, j, k; 772 int a[4], i, j, k;
805 773
806 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
808 776
809 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 778 if (a[i] < k)
811 k = a[i], j = i; 779 k = a[i], j = i;
812 780
813 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 782 if (i != j)
816 k += a[i]; 783 k += a[i];
817 } 784
818 return k; 785 return k;
819} 786}
820 787
821void 788void
822roll_stats (object *op) 789object::roll_stats ()
823{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
824 int sum = 0; 795 int sum = 0;
825 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
827 798
828 do 799 if (sum >= 82 && sum <= 116)
800 break;
829 { 801 }
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840 802
841 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 805
850 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
851 do 807 stats.stat (i) = statsort [i];
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866 808
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 809 stats.exp = 0;
886 op->stats.ac = 0; 810 stats.ac = 0;
887 811
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
895 op->stats.grace = op->stats.maxgrace; 814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
896 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
897} 824}
898 825
899void 826void
900Roll_Again (object *op) 827object::swap_stats (int a, int b)
901{ 828{
902 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905}
906 830
907void 831 for (int i = 0; i < NUM_STATS; ++i)
908Swap_Stat (object *op, int Swap_Second) 832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
909{ 858{
910 signed char tmp;
911 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
912 860
913 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 865}
1028 866
1029/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1033 * not the class. 871 * not the class.
1034 */ 872 */
1035 873void
1036int 874player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 875{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1053 878
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 880 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1057 882
1058 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1060 885
1061 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1062 887
1063 if (op->msg) 888 if (ob->msg)
1064 op->msg = NULL; 889 ob->msg = 0;
1065 890
1066 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1067 * to save here. 892 * to save here.
1068 */ 893 */
894 {
895 char buf[MAX_BUF];
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1070 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1071 899
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 900 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op); 903 link_player_skills (ob);
1079 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1080 fix_player (op); 905 ob->update_stats ();
1081 906
1082 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1083 * is one for this race 908 * is one for this race
1084 */ 909 */
1085 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1086 { 911 {
1087 object *tmp; 912 object *tmp;
1088 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1089 914
1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1091 tmp = object::create (); 916 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1094 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1095 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1096 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1097 * default initial map */ 922 * default initial map */
1098 tmp->destroy (); 923 tmp->destroy ();
1099 } 924 }
1100 else 925 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
1102 928
1103 return 0; 929void
1104 } 930player::chargen_race_next ()
1105 931{
1106 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1108 */ 934 */
1109 935
1110 tmp_loop = 0; 936 do
1111 while (!tmp_loop)
1112 { 937 {
1113 shstr name = op->name; 938 shstr name = ob->name;
1114 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1115 940
1116 remove_statbonus (op); 941 ob->remove_statbonus ();
1117 op->remove (); 942 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1120 op->instantiate (); 945 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1123 op->x = x; 948 ob->x = x;
1124 op->y = y; 949 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1128 add_statbonus (op); 953 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 954 }
955 while (!allowed_class (ob));
1131 956
1132 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 959 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 962 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 963}
1194 964
1195void 965void
1196flee_player (object *op) 966flee_player (object *op)
1197{ 967{
1244 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 1016 op->enemy = NULL;
1247} 1017}
1248 1018
1249
1250/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1251 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1252 * stop. 1021 * stop.
1253 */ 1022 */
1254int 1023int
1255check_pick (object *op) 1024check_pick (object *op)
1256{ 1025{
1257 object *tmp, *next; 1026 object *tmp, *next;
1258 int stop = 0; 1027 int stop = 0;
1259 int j, k, wvratio; 1028 int wvratio;
1260 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1261 1030
1262 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1264 return 1; 1033 return 1;
1265 1034
1333 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else 1105 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1110 }
1111
1370 /* philosophy: 1112 /* philosophy:
1371 * It's easy to grab an item type from a pile, as long as it's 1113 * It's easy to grab an item type from a pile, as long as it's
1372 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1374 * grab-as-you-run type mode that's really useful for arrows for 1116 * grab-as-you-run type mode that's really useful for arrows for
1375 * example. 1117 * example.
1376 * The drawback: right now it has no frontend, so you need to 1118 * The drawback: right now it has no frontend, so you need to
1377 * stick the bits you want into a calculator in hex mode and then 1119 * stick the bits you want into a calculator in hex mode and then
1378 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1563 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1564 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1565 { 1307 {
1566 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1567 { 1309 {
1568 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1569 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1570 { 1312 {
1571 pick_up (op, tmp); 1313 pick_up (op, tmp);
1572 continue; 1314 continue;
1573 } 1315 }
1574 } 1316 }
1575 1317
1576 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1577 { 1319 {
1578 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1579 { 1321 {
1580 pick_up (op, tmp); 1322 pick_up (op, tmp);
1581 continue; 1323 continue;
1582 } 1324 }
1583 } 1325 }
1608 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1609 { 1351 {
1610 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1611 } 1353 }
1612 else 1354 else
1613 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1614 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1615 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1616#endif 1358#endif
1617 continue; 1359 continue;
1618 } 1360 }
1629 * found object is returned. 1371 * found object is returned.
1630 */ 1372 */
1631object * 1373object *
1632find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1633{ 1375{
1634 object *tmp = NULL; 1376 object *tmp = 0;
1635 1377
1636 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1637 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1640 return op; 1382 return op;
1383
1641 return tmp; 1384 return tmp;
1642} 1385}
1643 1386
1644/* 1387/*
1645 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1646 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1647 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1648 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1649 */ 1392 */
1650
1651object * 1393object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1395{
1654 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1688 else 1430 else
1689 { 1431 {
1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 { 1433 {
1692 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1693 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1694 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1695 { 1437 {
1696 tmp = arrow; 1438 tmp = arrow;
1697 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1698 } 1440 }
1699 } 1441 }
1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1701 { 1443 {
1702 tmp = arrow; 1444 tmp = arrow;
1721 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1464 * op = the shooter
1723 * type = bow->race 1465 * type = bow->race
1724 * dir = fire direction 1466 * dir = fire direction
1725 */ 1467 */
1726
1727object * 1468object *
1728pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1729{ 1470{
1730 object *tmp = NULL; 1471 object *tmp = NULL;
1731 maptile *m; 1472 maptile *m;
1796 */ 1537 */
1797int 1538int
1798fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1799{ 1540{
1800 object *left, *bow; 1541 object *left, *bow;
1801 int bowspeed, mflags; 1542 int mflags;
1802 maptile *m; 1543 maptile *m;
1803 1544
1804 if (!dir) 1545 if (!dir)
1805 { 1546 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1807 return 0; 1548 return 0;
1808 } 1549 }
1809 1550
1810 if (op->type == PLAYER) 1551 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1812 else 1553 else
1813 { 1554 {
1814 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1815 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1816 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1821 if (!bow) 1562 if (!bow)
1822 { 1563 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1565 return 0;
1825 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1826 } 1575 }
1827 1576
1828 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1829 { 1578 {
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1831 return 0; 1580 return 0;
1832 } 1581 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842 1582
1843 if (arrow == NULL) 1583 if (arrow == NULL)
1844 { 1584 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1586 {
1847 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1849 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1850 else 1590 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1852 return 0; 1593 return 0;
1853 } 1594 }
1854 } 1595 }
1855 1596
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1878 return 0; 1619 return 0;
1879 } 1620 }
1880 1621
1881 arrow->set_owner (op); 1622 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1624 arrow->direction = dir;
1885 arrow->x = sx; 1625
1886 arrow->y = sy; 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1887 1658
1888 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1889 { 1660 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1923 } 1668 }
1924 else 1669 else
1925 { 1670 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1671 arrow->level = op->level;
1928 } 1672 arrow->stats.wc -= bow->magic;
1929 1673
1930 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1931 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1932 1679
1933 if (bow->slaying) 1680 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1682
1936 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1686
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1941 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1942 1689
1943 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1691 move_arrow (arrow);
1945 1692
1946 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1966{ 1713{
1967 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1968 1715
1969 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1970 { 1717 {
1971 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1972 } 1719 }
1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 { 1721 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1723 wcmod = -1;
1724
1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978 } 1726 }
1979 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1980 { 1728 {
1981 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1985 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1734 {
1987 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1989 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1990
1991 } 1738 }
1992 else 1739 else
1993 { 1740 {
1994 /* Simple case */ 1741 /* Simple case */
1995 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 } 1743 }
1744
1997 return ret; 1745 return ret;
1998} 1746}
1999
2000 1747
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2003 */ 1750 */
2004void 1751void
2005fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2006{ 1753{
2007 object *item; 1754 object *item = op->contr->ranged_ob;
2008 1755
2009 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2010 { 1757 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2012 return; 1759 return;
2013 } 1760 }
2014 1761
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1762 if (!item->inv)
2017 { 1763 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1765 return;
2020 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2021 if (item->type == WAND) 1771 if (item->type == WAND)
2022 { 1772 {
2023 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2024 { 1774 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2027 return; 1778 return;
2028 } 1779 }
2029 } 1780 }
2030 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2031 { 1782 {
2032 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2033 { 1784 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2035 if (item->type == ROD) 1787 if (item->type == ROD)
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else 1789 else
2038 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
2039 return; 1792 return;
2040 } 1793 }
2041 } 1794 }
2042 1795
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2050 object *tmp; 1803 object *tmp;
2051 1804
2052 if (item->arch) 1805 if (item->arch)
2053 { 1806 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2056 item->speed = 0; 1809 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1810 }
1811
2059 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1814 }
2062 } 1815 }
2063 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1817 drain_rod_charge (item);
2066 }
2067 } 1818 }
2068} 1819}
2069 1820
2070/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2071 */ 1822 */
2072void 1823bool
2073fire (object *op, int dir) 1824fire (object *op, int dir)
2074{ 1825{
2075 int spellcost = 0; 1826 int spellcost = 0;
2076 1827
2077 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2079 make_visible (op); 1830 make_visible (op);
2080 1831
2081 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
2082 { 1838 }
2083 case range_none:
2084 return;
2085 1839
2086 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2087 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2088 return; 1857 break;
2089 1858
2090 case range_magic: /* Casting spells */ 1859 case SPELL:
2091 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2092 return; 1861 break;
2093 1862
2094 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
2095 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2096 return; 1873 break;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 } 1874 }
2124}
2125 1875
2126 1876 return true;
1877}
2127 1878
2128/* find_key 1879/* find_key
2129 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
2130 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1884 * pl is the player,
2134 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2137 */ 1888 */
2138
2139object * 1889object *
2140find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2141{ 1891{
2142 object *tmp, *key; 1892 object *tmp, *key;
2143 1893
2144 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1895 if (!container->inv)
2146 return NULL; 1896 return 0;
2147 1897
2148 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1900 {
2151 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1902 break;
2153 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2155 */ 1905 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1907 break;
2158 } 1908 }
1909
2159 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2160 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
2161 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
2162 * a key, return 1913 * a key, return
2163 */ 1914 */
2164 if (!tmp) 1915 if (!tmp)
2165 { 1916 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1918 {
2168 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1921 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2172 return key; 1923 return key;
2173 } 1924 }
2174 } 1925 }
1926
2175 if (!tmp) 1927 if (!tmp)
2176 return NULL; 1928 return NULL;
2177 } 1929 }
1930
2178 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
2179 * see if we actually want to use it 1932 * see if we actually want to use it
2180 */ 1933 */
2181 if (pl != container) 1934 if (pl != container)
2182 { 1935 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1958 return NULL;
2206 } 1959 }
2207 } 1960 }
1961
2208 return tmp; 1962 return tmp;
2209} 1963}
2210 1964
2211/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2214 * 0 otherwise 1968 * 0 otherwise
2215 */ 1969 */
2216static int 1970static int
2217player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2218{ 1972{
2219 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
2220 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
2221 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2222 */ 1976 */
2223 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2224 1978
2225 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2226 if (key) 1980 if (key)
2227 { 1981 {
2228 object *container = key->env; 1982 object *container = key->env;
2229 1983
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2231 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2232 make_visible (op); 1987 make_visible (op);
1988
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2235 if (door->type == DOOR) 1992 if (door->type == DOOR)
2236 {
2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2240 { 1995 {
2241 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2242 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1998 }
1999
2244 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2247 if (container != op) 2003 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2249 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2250 } 2007 }
2251 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2252 { 2009 {
2253 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1; 2012 return 1;
2256 } 2013 }
2014
2257 return 0; 2015 return 0;
2258} 2016}
2259 2017
2260/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2262 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2263 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2264 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2265 */ 2023 */
2266void 2024bool
2267move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2268{ 2026{
2269 object *tmp, *mon;
2270 sint16 nx, ny;
2271 int on_battleground; 2027 int on_battleground;
2272 maptile *m;
2273 2028
2274 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2276 2031
2277 on_battleground = op_on_battleground (op, 0, 0); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2278 2042
2279 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2280 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2281 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2282 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2283 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2284 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2285 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2286 * move_ob uses. 2050 * move_ob uses.
2287 */ 2051 */
2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 maptile *m = op->map->xy_find (nx, ny);
2289 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 {
2292 m = get_map_from_coord (op->map, &nx, &ny);
2293 if (!m)
2294 return; /* Don't think this should happen */
2295 }
2296 else
2297 m = op->map;
2298 2053
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return;
2303 }
2304
2305 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2307 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2308 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2309 * on the space 2057 * on the space
2310 */ 2058 */
2311 while (tmp) 2059 object *mon;
2312 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2313 if (tmp == op) 2061 {
2314 { 2062 if ((mon->flag [FLAG_ALIVE]
2315 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2316 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2317 }
2318
2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2320 {
2321 mon = tmp; 2065 && mon != op)
2322 break; 2066 break;
2323 } 2067 }
2324 2068
2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2326 mon = tmp;
2327
2328 tmp = tmp->above;
2329 }
2330
2331 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2332 return; /* into a wall */ 2070 return false; /* into a wall */
2333 2071
2334 if (mon->head)
2335 mon = mon->head; 2072 mon = mon->head_ ();
2336 2073
2337 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2338 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2339 return; 2079 return true;
2080 }
2340 2081
2341 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2342 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2343 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2344 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2345 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2346 * and thus will not push them. 2087 * and thus will not push them.
2347 */ 2088 */
2348 2089
2349 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2350 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2352 */ 2093 */
2353 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2354#if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2358#else
2359 && mon->owner == op 2097 || mon->owner == op)
2360#endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2099 {
2363 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced) 2101 if (op->contr->braced)
2365 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2367 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2368 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2112 make_visible (op);
2113
2370 return; 2114 return true;
2371 } 2115 }
2116 else
2117 return false;
2118 }
2372 2119
2373 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2375 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2376 * attack them either. 2123 * attack them either.
2377 */ 2124 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2379 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 2127 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2389 { 2132 {
2133 --op->speed_left;
2134
2390 if (!op->contr->braced) 2135 if (!op->contr->braced)
2391 { 2136 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2393 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2394 } 2139 }
2395 else 2140 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2397 2142
2398 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2399 make_visible (op); 2144 make_visible (op);
2400 }
2401 2145
2146 return true;
2147 }
2148 }
2402 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2403 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2404 */ 2151 */
2405 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2406 { 2155 {
2156 --op->speed_left;
2157
2407 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2408 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2409 make_visible (op); 2160 make_visible (op);
2410 }
2411 2161
2162 return true;
2163 }
2164 }
2412 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2413 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2414 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2415 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2416 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2170 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2173 {
2422 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit)
2429 { 2175 {
2430 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434 2177
2435 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2436
2437 /* If attacking another player, that player gets automatic
2438 * hitback, and doesn't loose luck either.
2439 * Disable hitback on the battleground or if the target is
2440 * the wiz.
2441 */
2442 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2443 {
2444 short luck = mon->stats.luck;
2445
2446 mon->contr->has_hit = 1;
2447 skill_attack (op, mon, 0, 0, 0);
2448 mon->stats.luck = luck;
2449 }
2450 2179
2451 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2452 make_visible (op); 2181 make_visible (op);
2453 }
2454 } /* if player should attack something */
2455}
2456 2182
2457int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2458move_player (object *op, int dir) 2191move_player (object *op, int dir)
2459{ 2192{
2460 int pick; 2193 int pick;
2461 2194
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2196 return 0;
2464 2197
2465 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2467 { 2200 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2202 return 0;
2470 } 2203 }
2471 2204
2472 /* peterm: added following line */ 2205 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2208
2476 op->facing = dir; 2209 op->facing = dir;
2477 2210
2478 if (op->hide) 2211 if (op->hide)
2479 do_hidden_move (op); 2212 do_hidden_move (op);
2480 2213
2214 bool retval;
2215
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ; 2217 retval = RESULT_INT (0);
2483 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2484 fire (op, dir); 2219 retval = fire (op, dir);
2485 else 2220 else
2486 { 2221 {
2487 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2488 pick = check_pick (op); 2223 pick = check_pick (op);
2489 } 2224 }
2490 2225
2491 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2492 * server can handle repeat firing. 2227 * server can handle repeat firing.
2499 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2501 * for players. 2236 * for players.
2502 */ 2237 */
2503 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2504 return 0; 2239
2240 return retval;
2505} 2241}
2506 2242
2507/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2508 * new client/server stuff. 2244 * new client/server stuff.
2509 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2510 * the new speed values for commands. 2246 * the new speed values for commands.
2511 * 2247 *
2512 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2513 */ 2251 */
2514int 2252bool
2515handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2516{ 2254{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2256 {
2539 flee_player (op); 2257 if (op->speed_left > 0.f)
2540 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 { 2258 {
2543 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2544 return 0; 2262 return true;
2545 } 2263 }
2264 else
2265 return false;
2546 } 2266 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2267
2556 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2557 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2270 * called, so we recheck it here.
2559 */ 2271 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0; 2273 return true;
2566 2274
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582 2277
2583 return 0; 2278 return false;
2584} 2279}
2585 2280
2586int 2281int
2587save_life (object *op) 2282save_life (object *op)
2588{ 2283{
2605 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2606 2301
2607 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2608 op->stats.food = 999; 2303 op->stats.food = 999;
2609 2304
2610 fix_player (op); 2305 op->update_stats ();
2611 return 1; 2306 return 1;
2612 } 2307 }
2613 2308
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 * from. 2318 * from.
2624 */ 2319 */
2625void 2320void
2626remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2627{ 2322{
2628 object *next;
2629
2630 while (op) 2323 while (op)
2631 { 2324 {
2632 next = op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2633 * we remove object 'op' 2326
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2328 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2643 } 2333 }
2644 else if (op->inv) 2334 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2646 2336
2647 op = next; 2337 op = next;
2648 } 2338 }
2649} 2339}
2650
2651 2340
2652/* 2341/*
2653 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2379 strcat (buf2, buf);
2691 2380
2692 return buf2; 2381 return buf2;
2693} 2382}
2694
2695
2696 2383
2697void 2384void
2698do_some_living (object *op) 2385do_some_living (object *op)
2699{ 2386{
2700 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2393 int rate_grace = 2000;
2707 const int max_hp = 1; 2394 const int max_hp = 1;
2708 const int max_sp = 1; 2395 const int max_sp = 1;
2709 const int max_grace = 1; 2396 const int max_grace = 1;
2710 2397
2711 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2712 { 2407 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2409 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2716 } 2415 }
2717 2416
2718 if (op->contr->ns->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2719 { 2418 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2423 else
2726 { 2424 {
2727 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2427 }
2428
2730 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2431 else
2733 { 2432 {
2734 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2435 }
2436
2737 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2439 else
2740 { 2440 {
2741 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2443 }
2744 2444
2745 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2747 { 2447 {
2748 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2749 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2750 { 2450 {
2751 op->stats.sp++; 2451 op->stats.sp++;
2757 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food; 2459 op->stats.food = last_food;
2760 } 2460 }
2761 } 2461 }
2462
2762 if (max_sp > 1) 2463 if (max_sp > 1)
2763 { 2464 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2466 if (over_sp > 0)
2766 { 2467 {
2767 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2768 { 2469 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--; 2473 op->stats.sp--;
2474
2772 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2774 } 2477 }
2775 op->last_sp = 0; 2478 op->last_sp = 0;
2776 } 2479 }
2777 else 2480 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 } 2482 }
2782 else 2483 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 } 2485 }
2787 2486
2788 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2791 { 2490 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2794 if (max_grace > 1) 2494 if (max_grace > 1)
2795 { 2495 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2497 if (over_grace > 0)
2798 { 2498 {
2826 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2827 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828 op->stats.food = last_food; 2528 op->stats.food = last_food;
2829 } 2529 }
2830 } 2530 }
2531
2831 if (max_hp > 1) 2532 if (max_hp > 1)
2832 { 2533 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2535 if (over_hp > 0)
2835 { 2536 {
2848 } 2549 }
2849 2550
2850 /* Digestion */ 2551 /* Digestion */
2851 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2852 { 2553 {
2853#ifdef COZY_SERVER
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856#else
2857 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858#endif
2859 2555
2860 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2862 else 2558 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2864 /* dms do not consume food */ 2561 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2563 op->stats.food--;
2867 } 2564 }
2868 }
2869 2565
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2567 {
2872 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2873 2569
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2571 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2579 break;
2884 } 2580 }
2885 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2886 flesh = tmp; 2582 flesh = tmp;
2887 } /* End if paid for object */ 2583 } /* End if paid for object */
2888 } /* end of for loop */ 2584 } /* end of for loop */
2585
2889 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2890 * eat flesh instead. 2587 * eat flesh instead.
2891 */ 2588 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2590 {
2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2895 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2896 } 2593 }
2897 } /* end if player is starving */ 2594 }
2898 2595
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2901 2598
2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2903 kill_player (op); 2600 kill_player (op);
2601 }
2904} 2602}
2905
2906
2907 2603
2908/* If the player should die (lack of hp, food, etc), we call this. 2604/* If the player should die (lack of hp, food, etc), we call this.
2909 * op is the player in jeopardy. If the player can not be saved (not 2605 * op is the player in jeopardy. If the player can not be saved (not
2910 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2607 * file.
2941 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943 2639
2944 /* restore player */ 2640 /* restore player */
2945 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2643 {
2949 tmp->destroy (); 2644 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2646 }
2952 2647
2953 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2650 {
2957 tmp->destroy (); 2651 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2653 }
2960 2654
2962 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2658 op->stats.food = 999;
2965 2659
2966 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2662 {
2970 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2664 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2973 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2668 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2672 }
2981 2673
2982 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2676 op->contr->braced = 0;
2989 2681
2990 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2991 2683
2992 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2993 { 2685 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3003 } 2688 }
3004 else 2689 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3014 } 2691
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2693
3017 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3018 x = op->x; 2695 x = op->x;
3019 y = op->y; 2696 y = op->y;
3020 map = op->map; 2697 map = op->map;
3021 2698
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat. 2700 * life if they are dead - it takes some exp and a random stat.
3027 * See the config.h file for a little more in depth detail about this. 2701 * See the config.h file for a little more in depth detail about this.
3028 */ 2702 */
3029 2703
3030 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2706 * of death.
3033 */ 2707 */
3034#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3036 { 2710 {
3037 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */ 2713 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2716 little bit harder. */
3043 /* GD */ 2717 /* GD */
3044 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2719 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2720 else
3050 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3051 num_stats_lose = 1; 2724 num_stats_lose = 1;
3052 } 2725
3053 lost_a_stat = 0; 2726 lost_a_stat = 0;
3054 2727
3055 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3056 { 2729 {
3057 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3058 2731
3059 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
3060 { 2752 {
3061 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3062 * what he lost. 2754 insert_ob_in_ob (dep, op);
3063 */
3064 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1;
3070 } 2755 }
3071 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3072 { 2758 {
3073 /* deplete a stat */ 2759 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3075 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3076 2762 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2763 {
3080 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3082 } 2766
3083 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0) 2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3090 { 2773 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2774 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2776 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2777 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2778 else
3125 if (this_stat >= -50)
3126 { 2779 {
3127 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 lost_a_stat = 1; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
3132 } 2785 }
3133 } 2786 }
3134 } 2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
3135 } 2806 }
2807 }
2808 }
3136 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2810 if (!lost_a_stat)
3138 { 2811 {
3139 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3142 2815
3143 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3144 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3145 else 2818 else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3147 } 2820 }
3148#else 2821#else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3150#endif 2823#endif
3151 2824
3152 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2826 * exp loss on the stone.
3154 */ 2827 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2830 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3160 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2833 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3161 tmp->msg = buf; 2834 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2837
3165 /**************************************/ 2838 /**************************************/
3166 /* */ 2839 /* */
3167 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3170 /* */ 2843 /* */
3171 /**************************************/ 2844 /**************************************/
3172 2845
3173 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2847 /* restore player */
3175 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3177 2850
3178 if (tmp) 2851 if (tmp)
3179 { 2852 {
3180 tmp->destroy (); 2853 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2855 }
3183 2856
3184 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2859 if (tmp)
3187 { 2860 {
3188 tmp->destroy (); 2861 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2863 }
3191 2864
3192 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3193 2866
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3197 op->stats.food = 900; 2870 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2874
3202 /* 2875 /*
3203 * Check to see if the player is in a shop. IF so, then check to see if 2876 * Check to see if the player has any unpaid items. If so, remove them
3204 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3205 * in the map. 2878 */
3206 */
3207
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3210 2880
3211 /****************************************/ 2881 /****************************************/
3212 /* */ 2882 /* */
3213 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3215 /* */ 2885 /* */
3216 /****************************************/ 2886 /****************************************/
3217 2887
3218 enter_player_savebed (op); 2888 enter_player_savebed (op);
3219 2889
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2890 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2891
3226 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2895 * on the space that might harm the player.
3230 */ 2896 */
3231 will_kill_again = 0; 2897 will_kill_again = 0;
3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3235 2901
3236 if (will_kill_again) 2902 if (will_kill_again)
3237 { 2903 {
3238 object *force; 2904 object *force;
3239 int at; 2905 int at;
3240 2906
3241 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2909 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2914 force->resist[at] = 100;
3249 2915
3250 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3251 fix_player (op); 2917 op->update_stats ();
3252 2918
3253 } 2919 }
3254 2920
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2922}
3324
3325 2923
3326void 2924void
3327loot_object (object *op) 2925loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3330 2928
3331 if (op->container) 2929 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2930
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3337 { 2932 {
3338 next = tmp->below; 2933 next = tmp->below;
2934
3339 if (tmp->invisible) 2935 if (tmp->invisible)
3340 continue; 2936 continue;
2937
3341 tmp->remove (); 2938 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3343 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2943
3346 }
3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3348 { 2945 {
3349 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3350 { 2947 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy (); 2949 tmp2->destroy ();
3363/* 2960/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3365 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3366 * was changed. 2963 * was changed.
3367 */ 2964 */
3368
3369void 2965void
3370fix_weight (void) 2966fix_weight (void)
3371{ 2967{
3372 player *pl; 2968 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2969 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 2971
3378 if (old == sum) 2972 if (old == sum)
3379 continue; 2973 continue;
3380 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3382 } 2976 }
3383} 2977}
3384 2978
3385void 2979void
3386fix_luck (void) 2980fix_luck (void)
3387{ 2981{
3388 player *pl; 2982 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2983 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3393} 2985}
3394
3395 2986
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3399 */ 2990 */
3400
3401void 2991void
3402cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3403{ 2993{
3404 object *skop, *spob; 2994 object *skop, *spob;
3405 2995
3439 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3440 { 3030 {
3441 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3443 } 3033 }
3034
3444 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3445} 3036}
3446 3037
3447int 3038int
3448is_true_undead (object *op) 3039is_true_undead (object *op)
3449{ 3040{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3453 return 1; 3042 return 1;
3454 3043
3455 return 0; 3044 return 0;
3456} 3045}
3457 3046
3501/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 3094 */
3506
3507void 3095void
3508do_hidden_move (object *op) 3096do_hidden_move (object *op)
3509{ 3097{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511 object *skop; 3099 object *skop;
3515 3103
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3105
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3522 { 3109 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3111 make_visible (op);
3525 return; 3112 return;
3526 } 3113 }
3527 else 3114 else
3528 num += 20; 3115 num += 20;
3529 } 3116
3530 num += op->map->difficulty; 3117 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3119 num -= hide;
3120
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3122 {
3535 make_visible (op); 3123 make_visible (op);
3536 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3126 }
3539 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3129}
3544 3130
3545/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3546 3132
3547int 3133int
3614 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3615 { 3201 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3203 return -1;
3618 } 3204 }
3205
3619 if (!pl || !op) 3206 if (!pl || !op)
3620 return 0; 3207 return 0;
3621 3208
3622 if (op->head)
3623 {
3624 op = op->head; 3209 op = op->head_ ();
3625 } 3210
3626 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3627 3212
3628 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3214 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3631 * a blocked los square. 3216 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3633 */ 3218 */
3634 while (op) 3219 while (op)
3635 { 3220 {
3636 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3638 3223
3639 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values. 3226 * for any meaningful values.
3642 */ 3227 */
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3333 int i = 0, j = 0;
3749 3334
3750 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3759 3344
3760 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3761 return; 3346 return;
3762 3347
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3349
3765 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3766 { 3351 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3353 return;
3769 } 3354 }
3770 3355
3771 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3357 item = tr->item;
3773 3358
3774 if (item->type == SPELL) 3359 if (item->type == SPELL)
3775 { 3360 {
3776 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3777 return; 3362 return;
3837 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3423 object *skin;
3839 3424
3840 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3841 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3843 ; 3428 ;
3844 3429
3845 if (!skin) 3430 if (!skin)
3846 return; 3431 return;
3847 3432
3895 * not readied. 3480 * not readied.
3896 */ 3481 */
3897void 3482void
3898player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3899{ 3484{
3900 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3901 3487
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3903 { 3489 pl->combat_ob = 0;
3490
3904 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3905 { 3492 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines