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Comparing deliantra/server/server/player.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 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 */
128
167 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
168 strip_endline (subject); 130 strip_endline (subject);
169 size = 0; 131 size = 0;
170 news[0] = '\0'; 132 news[0] = '\0';
171 } 133 }
180 size += strlen (buf); 142 size += strlen (buf);
181 } 143 }
182 } 144 }
183 145
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, 0);
305} 158}
306 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351}
352
353void
354player::do_destroy ()
355{
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
307/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
309 * mode. 377 * mode.
310 */ 378 */
311 379player *
312int 380player::create ()
313add_player (client *ns)
314{ 381{
315 player *p = new player; 382 player *pl = new player;
316 383
317 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 385
320 p->next = first_player; 386 pl->ob->roll_stats ();
321 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
322 389
323 p = get_player (p);
324
325 set_first_map (p->ob); 390 set_first_map (pl->ob);
326 391
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 392 return pl;
335} 393}
336 394
337/* 395/*
338 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
341 */ 399 */
342archetype * 400archetype *
343get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
344{ 402{
345 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 404
347 for (;;) 405 for (;;)
348 { 406 {
349 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
350 at = first_archetype; 408 i = archetypes.begin ();
351 else 409 else if (*i == at)
352 at = at->next; 410 cleanup ("not a single player archetype found");
353 411
354 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
355 return at; 413 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 414 }
363} 415}
364 416
365object * 417object *
366get_nearest_player (object *mon) 418get_nearest_player (object *mon)
367{ 419{
368 object *op = NULL; 420 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 421 objectlink *ol;
371 unsigned lastdist; 422 unsigned lastdist;
372 rv_vector rv; 423 rv_vector rv;
373 424
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 426 {
376 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 434 object *tmp = ol->ob;
384 435
385 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 437 * itself will have been cleared.
387 */ 438 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
389 ol = ol->next; 441 ol = ol->next;
390 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
391 if (!ol) 443 if (!ol)
392 return op; 444 return op;
393 } 445 }
406 { 458 {
407 op = ol->ob; 459 op = ol->ob;
408 lastdist = rv.distance; 460 lastdist = rv.distance;
409 } 461 }
410 } 462 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 463
412 { 464 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
417 { 467 {
418 op = pl->ob; 468 op = pl->ob;
419 lastdist = rv.distance; 469 lastdist = rv.distance;
420 } 470 }
421 } 471
422 }
423#if 0 472#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 474#endif
426 return op; 475 return op;
427} 476}
445 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 496 * is probably not a good thing.
448 */ 497 */
449#define MAX_SPACES 50 498#define MAX_SPACES 50
450
451 499
452/* 500/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 534 x = mon->x;
487 y = mon->y; 535 y = mon->y;
488 m = mon->map; 536 m = mon->map;
489 dir = rv.direction; 537 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
492 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 542 if (diff > max)
494 return 0; 543 return 0;
544
495 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
496 { 546 {
497 lastx = x; 547 lastx = x;
498 lasty = y; 548 lasty = y;
499 lastmap = m; 549 lastmap = m;
581 max--; 631 max--;
582 lastdir = dir; 632 lastdir = dir;
583 if (!firstdir) 633 if (!firstdir)
584 firstdir = dir; 634 firstdir = dir;
585 } 635 }
636
586 if (diff <= 1) 637 if (diff <= 1)
587 { 638 {
588 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 640 * headed toward player for entire distance.
590 */ 641 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 644 }
645
594 if (diff > max) 646 if (diff > max)
595 return 0; 647 return 0;
596 } 648 }
649
597 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
598 if (!max) 651 if (!max)
599 return 0; 652 return 0;
600 653
601 return firstdir; 654 return firstdir;
694 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
695 link_player_skills (pl); 748 link_player_skills (pl);
696} 749}
697 750
698void 751void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
783{ 753{
784 if (party == NULL) 754 if (party == NULL)
785 { 755 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 757 return;
788 } 758 }
759
789 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 764}
794
795 765
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 767static int
798roll_stat (void) 768roll_stat (void)
799{ 769{
800 int a[4], i, j, k; 770 int a[4], i, j, k;
801 771
802 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
804 774
805 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 776 if (a[i] < k)
807 k = a[i], j = i; 777 k = a[i], j = i;
808 778
809 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 780 if (i != j)
812 k += a[i]; 781 k += a[i];
813 } 782
814 return k; 783 return k;
815} 784}
816 785
817void 786void
818roll_stats (object *op) 787object::roll_stats ()
819{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
820 int sum = 0; 793 int sum = 0;
821 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
823 796
824 do 797 if (sum >= 82 && sum <= 116)
798 break;
825 { 799 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 800
837 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 803
846 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
847 do 805 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 806
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 807 stats.exp = 0;
882 op->stats.ac = 0; 808 stats.ac = 0;
883 809
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
892 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
893} 822}
894 823
895void 824void
896Roll_Again (object *op) 825object::swap_stats (int a, int b)
897{ 826{
898 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 828
903void 829 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
905{ 856{
906 signed char tmp;
907 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
908 858
909 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 863}
1024 864
1025/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1029 * not the class. 869 * not the class.
1030 */ 870 */
1031 871void
1032int 872player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 873{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 876
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 878 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1053 880
1054 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1056 883
1057 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1058 885
1059 if (op->msg) 886 if (ob->msg)
1060 op->msg = NULL; 887 ob->msg = 0;
1061 888
1062 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1063 * to save here. 890 * to save here.
1064 */ 891 */
892 {
893 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1067 897
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 898 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 901 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1076 fix_player (op); 903 ob->update_stats ();
1077 904
1078 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1079 * is one for this race 906 * is one for this race
1080 */ 907 */
1081 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1082 { 909 {
1083 object *tmp; 910 object *tmp;
1084 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1085 912
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 914 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1093 * default initial map */ 920 * default initial map */
1094 tmp->destroy (); 921 tmp->destroy ();
1095 } 922 }
1096 else 923 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
1098 926
1099 return 0; 927void
1100 } 928player::chargen_race_next ()
1101 929{
1102 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1104 */ 932 */
1105 933
1106 tmp_loop = 0; 934 do
1107 while (!tmp_loop)
1108 { 935 {
1109 shstr name = op->name; 936 shstr name = ob->name;
1110 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1111 938
1112 remove_statbonus (op); 939 ob->remove_statbonus ();
1113 op->remove (); 940 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
1116 op->instantiate (); 943 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1119 op->x = x; 946 ob->x = x;
1120 op->y = y; 947 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 951 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 952 }
953 while (!allowed_class (ob));
1127 954
1128 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 957 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 960 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 961}
1190 962
1191void 963void
1192flee_player (object *op) 964flee_player (object *op)
1193{ 965{
1240 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1014 op->enemy = NULL;
1243} 1015}
1244 1016
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1019 * stop.
1249 */ 1020 */
1250int 1021int
1251check_pick (object *op) 1022check_pick (object *op)
1252{ 1023{
1253 object *tmp, *next; 1024 object *tmp, *next;
1254 int stop = 0; 1025 int stop = 0;
1255 int j, k, wvratio; 1026 int wvratio;
1256 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1257 1028
1258 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1260 return 1; 1031 return 1;
1261 1032
1329 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1103 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1108 }
1109
1366 /* philosophy: 1110 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1115 * example.
1372 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1559 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1305 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1307 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1310 {
1567 pick_up (op, tmp); 1311 pick_up (op, tmp);
1568 continue; 1312 continue;
1569 } 1313 }
1570 } 1314 }
1571 1315
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1317 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1319 {
1576 pick_up (op, tmp); 1320 pick_up (op, tmp);
1577 continue; 1321 continue;
1578 } 1322 }
1579 } 1323 }
1604 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1605 { 1349 {
1606 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1607 } 1351 }
1608 else 1352 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1356#endif
1613 continue; 1357 continue;
1614 } 1358 }
1625 * found object is returned. 1369 * found object is returned.
1626 */ 1370 */
1627object * 1371object *
1628find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1629{ 1373{
1630 object *tmp = NULL; 1374 object *tmp = 0;
1631 1375
1632 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1636 return op; 1380 return op;
1381
1637 return tmp; 1382 return tmp;
1638} 1383}
1639 1384
1640/* 1385/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1390 */
1646
1647object * 1391object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1393{
1650 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1684 else 1428 else
1685 { 1429 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1431 {
1688 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1435 {
1692 tmp = arrow; 1436 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1438 }
1695 } 1439 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1441 {
1698 tmp = arrow; 1442 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1462 * op = the shooter
1719 * type = bow->race 1463 * type = bow->race
1720 * dir = fire direction 1464 * dir = fire direction
1721 */ 1465 */
1722
1723object * 1466object *
1724pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1725{ 1468{
1726 object *tmp = NULL; 1469 object *tmp = NULL;
1727 maptile *m; 1470 maptile *m;
1792 */ 1535 */
1793int 1536int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1538{
1796 object *left, *bow; 1539 object *left, *bow;
1797 int bowspeed, mflags; 1540 int mflags;
1798 maptile *m; 1541 maptile *m;
1799 1542
1800 if (!dir) 1543 if (!dir)
1801 { 1544 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1546 return 0;
1804 } 1547 }
1805 1548
1806 if (op->type == PLAYER) 1549 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1808 else 1551 else
1809 { 1552 {
1810 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1560 if (!bow)
1818 { 1561 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1563 return 0;
1821 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1822 } 1573 }
1823 1574
1824 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1825 { 1576 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1578 return 0;
1828 } 1579 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1580
1839 if (arrow == NULL) 1581 if (arrow == NULL)
1840 { 1582 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1584 {
1843 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1588 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1848 return 0; 1591 return 0;
1849 } 1592 }
1850 } 1593 }
1851 1594
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1617 return 0;
1875 } 1618 }
1876 1619
1877 arrow->set_owner (op); 1620 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1622 arrow->direction = dir;
1881 arrow->x = sx; 1623
1882 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1656
1884 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1885 { 1658 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1919 } 1666 }
1920 else 1667 else
1921 { 1668 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1669 arrow->level = op->level;
1924 } 1670 arrow->stats.wc -= bow->magic;
1925 1671
1926 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1927 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1928 1677
1929 if (bow->slaying) 1678 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1680
1932 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1684
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1938 1687
1939 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1689 move_arrow (arrow);
1941 1690
1942 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1962{ 1711{
1963 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1964 1713
1965 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1966 { 1715 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1717 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1719 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1721 wcmod = -1;
1722
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1724 }
1975 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1976 { 1726 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1732 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1736 }
1988 else 1737 else
1989 { 1738 {
1990 /* Simple case */ 1739 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1741 }
1742
1993 return ret; 1743 return ret;
1994} 1744}
1995
1996 1745
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1999 */ 1748 */
2000void 1749void
2001fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2002{ 1751{
2003 object *item; 1752 object *item = op->contr->ranged_ob;
2004 1753
2005 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2006 { 1755 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1757 return;
2009 } 1758 }
2010 1759
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1760 if (!item->inv)
2013 { 1761 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1763 return;
2016 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2017 if (item->type == WAND) 1769 if (item->type == WAND)
2018 { 1770 {
2019 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2020 { 1772 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2023 return; 1776 return;
2024 } 1777 }
2025 } 1778 }
2026 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2027 { 1780 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1782 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2031 if (item->type == ROD) 1785 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1787 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
2035 return; 1790 return;
2036 } 1791 }
2037 } 1792 }
2038 1793
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2046 object *tmp; 1801 object *tmp;
2047 1802
2048 if (item->arch) 1803 if (item->arch)
2049 { 1804 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2052 item->speed = 0; 1807 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1808 }
1809
2055 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1812 }
2058 } 1813 }
2059 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1815 drain_rod_charge (item);
2062 }
2063 } 1816 }
2064} 1817}
2065 1818
2066/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2067 */ 1820 */
2068void 1821bool
2069fire (object *op, int dir) 1822fire (object *op, int dir)
2070{ 1823{
2071 int spellcost = 0; 1824 int spellcost = 0;
2072 1825
2073 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2075 make_visible (op); 1828 make_visible (op);
2076 1829
2077 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
2078 { 1836 }
2079 case range_none:
2080 return;
2081 1837
2082 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
2083 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2084 return; 1855 break;
2085 1856
2086 case range_magic: /* Casting spells */ 1857 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1859 break;
2089 1860
2090 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
2091 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2092 return; 1871 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1872 }
2120}
2121 1873
2122 1874 return true;
1875}
2123 1876
2124/* find_key 1877/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1882 * pl is the player,
2130 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2133 */ 1886 */
2134
2135object * 1887object *
2136find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2137{ 1889{
2138 object *tmp, *key; 1890 object *tmp, *key;
2139 1891
2140 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1893 if (!container->inv)
2142 return NULL; 1894 return 0;
2143 1895
2144 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1898 {
2147 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1900 break;
2149 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2151 */ 1903 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1905 break;
2154 } 1906 }
1907
2155 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1911 * a key, return
2159 */ 1912 */
2160 if (!tmp) 1913 if (!tmp)
2161 { 1914 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1916 {
2164 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1919 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2168 return key; 1921 return key;
2169 } 1922 }
2170 } 1923 }
1924
2171 if (!tmp) 1925 if (!tmp)
2172 return NULL; 1926 return NULL;
2173 } 1927 }
1928
2174 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1930 * see if we actually want to use it
2176 */ 1931 */
2177 if (pl != container) 1932 if (pl != container)
2178 { 1933 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1956 return NULL;
2202 } 1957 }
2203 } 1958 }
1959
2204 return tmp; 1960 return tmp;
2205} 1961}
2206 1962
2207/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1966 * 0 otherwise
2211 */ 1967 */
2212static int 1968static int
2213player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2214{ 1970{
2215 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
2216 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
2217 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2218 */ 1974 */
2219 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2220 1976
2221 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2222 if (key) 1978 if (key)
2223 { 1979 {
2224 object *container = key->env; 1980 object *container = key->env;
2225 1981
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2227 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2228 make_visible (op); 1985 make_visible (op);
1986
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2231 if (door->type == DOOR) 1990 if (door->type == DOOR)
2232 {
2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2236 { 1993 {
2237 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2238 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2239 } 1996 }
1997
2240 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2243 if (container != op) 2001 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2245 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2246 } 2005 }
2247 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2248 { 2007 {
2249 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2251 return 1; 2010 return 1;
2252 } 2011 }
2012
2253 return 0; 2013 return 0;
2254} 2014}
2255 2015
2256/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2258 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2259 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2260 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2261 */ 2021 */
2262void 2022bool
2263move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2264{ 2024{
2265 object *tmp, *mon;
2266 sint16 nx, ny;
2267 int on_battleground; 2025 int on_battleground;
2268 maptile *m;
2269 2026
2270 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2272 2029
2273 on_battleground = op_on_battleground (op, 0, 0); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2274 2040
2275 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2276 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2277 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2278 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2279 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2280 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2281 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2282 * move_ob uses. 2048 * move_ob uses.
2283 */ 2049 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
2285 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 {
2288 m = get_map_from_coord (op->map, &nx, &ny);
2289 if (!m)
2290 return; /* Don't think this should happen */
2291 }
2292 else
2293 m = op->map;
2294 2051
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return;
2299 }
2300
2301 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space 2055 * on the space
2306 */ 2056 */
2307 while (tmp) 2057 object *mon;
2308 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2309 if (tmp == op) 2059 {
2310 { 2060 if ((mon->flag [FLAG_ALIVE]
2311 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2312 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2313 }
2314
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp; 2063 && mon != op)
2318 break; 2064 break;
2319 } 2065 }
2320 2066
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */ 2068 return false; /* into a wall */
2329 2069
2330 if (mon->head)
2331 mon = mon->head; 2070 mon = mon->head_ ();
2332 2071
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2334 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2335 return; 2077 return true;
2078 }
2336 2079
2337 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them. 2085 * and thus will not push them.
2343 */ 2086 */
2344 2087
2345 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2348 */ 2091 */
2349 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2354#else
2355 && mon->owner == op 2095 || mon->owner == op)
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2097 {
2359 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced) 2099 if (op->contr->braced)
2361 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2364 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2110 make_visible (op);
2111
2366 return; 2112 return true;
2367 } 2113 }
2114 else
2115 return false;
2116 }
2368 2117
2369 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2371 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2372 * attack them either. 2121 * attack them either.
2373 */ 2122 */
2374 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2376#ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful 2125 && ((op->contr->peaceful
2378 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2385 { 2130 {
2131 --op->speed_left;
2132
2386 if (!op->contr->braced) 2133 if (!op->contr->braced)
2387 { 2134 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2390 } 2137 }
2391 else 2138 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2393 2140
2394 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2142 make_visible (op);
2396 }
2397 2143
2144 return true;
2145 }
2146 }
2398 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2399 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2400 */ 2149 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2402 { 2153 {
2154 --op->speed_left;
2155
2403 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2405 make_visible (op); 2158 make_visible (op);
2406 }
2407 2159
2160 return true;
2161 }
2162 }
2408 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2168 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2171 {
2418 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 2173 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430 2175
2431 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2432
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck;
2445 }
2446 2177
2447 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2448 make_visible (op); 2179 make_visible (op);
2449 }
2450 } /* if player should attack something */
2451}
2452 2180
2453int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2454move_player (object *op, int dir) 2189move_player (object *op, int dir)
2455{ 2190{
2456 int pick; 2191 int pick;
2457 2192
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2194 return 0;
2460 2195
2461 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2463 { 2198 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2200 return 0;
2466 } 2201 }
2467 2202
2468 /* peterm: added following line */ 2203 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2206
2472 op->facing = dir; 2207 op->facing = dir;
2473 2208
2474 if (op->hide) 2209 if (op->hide)
2475 do_hidden_move (op); 2210 do_hidden_move (op);
2476 2211
2212 bool retval;
2213
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ; 2215 retval = RESULT_INT (0);
2479 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2480 fire (op, dir); 2217 retval = fire (op, dir);
2481 else 2218 else
2482 { 2219 {
2483 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2484 pick = check_pick (op); 2221 pick = check_pick (op);
2485 } 2222 }
2486 2223
2487 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing. 2225 * server can handle repeat firing.
2495 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2497 * for players. 2234 * for players.
2498 */ 2235 */
2499 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2500 return 0; 2237
2238 return retval;
2501} 2239}
2502 2240
2503/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2504 * new client/server stuff. 2242 * new client/server stuff.
2505 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2506 * the new speed values for commands. 2244 * the new speed values for commands.
2507 * 2245 *
2508 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2509 */ 2249 */
2510int 2250bool
2511handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2512{ 2252{
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2534 { 2254 {
2535 flee_player (op); 2255 if (op->speed_left > 0.f)
2536 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2256 {
2539 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2540 return 0; 2260 return true;
2541 } 2261 }
2262 else
2263 return false;
2542 } 2264 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2265
2552 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2268 * called, so we recheck it here.
2555 */ 2269 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2270 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2560 if (op->speed_left < 0)
2561 return 0; 2271 return true;
2562 2272
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578 2275
2579 return 0; 2276 return false;
2580} 2277}
2581 2278
2582int 2279int
2583save_life (object *op) 2280save_life (object *op)
2584{ 2281{
2601 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2602 2299
2603 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2604 op->stats.food = 999; 2301 op->stats.food = 999;
2605 2302
2606 fix_player (op); 2303 op->update_stats ();
2607 return 1; 2304 return 1;
2608 } 2305 }
2609 2306
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2619 * from. 2316 * from.
2620 */ 2317 */
2621void 2318void
2622remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2623{ 2320{
2624 object *next;
2625
2626 while (op) 2321 while (op)
2627 { 2322 {
2628 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2324
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2326 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2639 } 2331 }
2640 else if (op->inv) 2332 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2642 2334
2643 op = next; 2335 op = next;
2644 } 2336 }
2645} 2337}
2646
2647 2338
2648/* 2339/*
2649 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2377 strcat (buf2, buf);
2687 2378
2688 return buf2; 2379 return buf2;
2689} 2380}
2690
2691
2692 2381
2693void 2382void
2694do_some_living (object *op) 2383do_some_living (object *op)
2695{ 2384{
2696 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2702 int rate_grace = 2000; 2391 int rate_grace = 2000;
2703 const int max_hp = 1; 2392 const int max_hp = 1;
2704 const int max_sp = 1; 2393 const int max_sp = 1;
2705 const int max_grace = 1; 2394 const int max_grace = 1;
2706 2395
2707 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2713 2414
2714 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2715 { 2416 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2421 else
2722 { 2422 {
2723 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2425 }
2426
2726 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2429 else
2729 { 2430 {
2730 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2433 }
2434
2733 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2437 else
2736 { 2438 {
2737 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2441 }
2740 2442
2741 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2743 { 2445 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2746 { 2448 {
2747 op->stats.sp++; 2449 op->stats.sp++;
2753 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2457 op->stats.food = last_food;
2756 } 2458 }
2757 } 2459 }
2460
2758 if (max_sp > 1) 2461 if (max_sp > 1)
2759 { 2462 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2464 if (over_sp > 0)
2762 { 2465 {
2763 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2764 { 2467 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2471 op->stats.sp--;
2472
2768 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2770 } 2475 }
2771 op->last_sp = 0; 2476 op->last_sp = 0;
2772 } 2477 }
2773 else 2478 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 } 2480 }
2778 else 2481 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2483 }
2783 2484
2784 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2787 { 2488 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2790 if (max_grace > 1) 2492 if (max_grace > 1)
2791 { 2493 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2495 if (over_grace > 0)
2794 { 2496 {
2822 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2526 op->stats.food = last_food;
2825 } 2527 }
2826 } 2528 }
2529
2827 if (max_hp > 1) 2530 if (max_hp > 1)
2828 { 2531 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2533 if (over_hp > 0)
2831 { 2534 {
2844 } 2547 }
2845 2548
2846 /* Digestion */ 2549 /* Digestion */
2847 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2848 { 2551 {
2849#ifdef COZY_SERVER
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852#else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854#endif
2855 2553
2856 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else 2556 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2860 /* dms do not consume food */ 2559 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2561 op->stats.food--;
2863 } 2562 }
2864 }
2865 2563
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2565 {
2868 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2869 2567
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 { 2569 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2577 break;
2880 } 2578 }
2881 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2882 flesh = tmp; 2580 flesh = tmp;
2883 } /* End if paid for object */ 2581 } /* End if paid for object */
2884 } /* end of for loop */ 2582 } /* end of for loop */
2583
2885 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2585 * eat flesh instead.
2887 */ 2586 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2588 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2892 } 2591 }
2893 } /* end if player is starving */ 2592 }
2894 2593
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2897 2596
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2598 kill_player (op);
2599 }
2900} 2600}
2901
2902
2903 2601
2904/* If the player should die (lack of hp, food, etc), we call this. 2602/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2603 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2605 * file.
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2637
2940 /* restore player */ 2638 /* restore player */
2941 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2641 {
2945 tmp->destroy (); 2642 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2644 }
2948 2645
2949 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2648 {
2953 tmp->destroy (); 2649 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2651 }
2956 2652
2958 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2656 op->stats.food = 999;
2961 2657
2962 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2660 {
2966 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2662 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2666 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2974 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2670 }
2977 2671
2978 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2674 op->contr->braced = 0;
2985 2679
2986 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2987 2681
2988 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2989 { 2683 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
2999 } 2686 }
3000 else 2687 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3010 } 2689
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2691
3013 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3014 x = op->x; 2693 x = op->x;
3015 y = op->y; 2694 y = op->y;
3016 map = op->map; 2695 map = op->map;
3017 2696
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
3024 */ 2700 */
3025 2701
3026 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2704 * of death.
3029 */ 2705 */
3030#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3032 { 2708 {
3033 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2711 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2714 little bit harder. */
3039 /* GD */ 2715 /* GD */
3040 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2717 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2718 else
3046 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3047 num_stats_lose = 1; 2722 num_stats_lose = 1;
3048 } 2723
3049 lost_a_stat = 0; 2724 lost_a_stat = 0;
3050 2725
3051 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3052 { 2727 {
3053 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3054 2729
3055 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
3056 { 2750 {
3057 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3058 * what he lost. 2752 insert_ob_in_ob (dep, op);
3059 */
3060 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1;
3066 } 2753 }
3067 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3068 { 2756 {
3069 /* deplete a stat */ 2757 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3071 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3072 2760 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2761 {
3076 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3078 } 2764
3079 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2771 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2772 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2774 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2775 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2776 else
3121 if (this_stat >= -50)
3122 { 2777 {
3123 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2783 }
3129 } 2784 }
3130 } 2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
3131 } 2804 }
2805 }
2806 }
3132 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2808 if (!lost_a_stat)
3134 { 2809 {
3135 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3138 2813
3139 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2816 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2818 }
3144#else 2819#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2821#endif
3147 2822
3148 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2824 * exp loss on the stone.
3150 */ 2825 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2828 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3156 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2831 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3157 tmp->msg = buf; 2832 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2835
3161 /**************************************/ 2836 /**************************************/
3162 /* */ 2837 /* */
3163 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3166 /* */ 2841 /* */
3167 /**************************************/ 2842 /**************************************/
3168 2843
3169 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2845 /* restore player */
3171 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
3173 2848
3174 if (tmp) 2849 if (tmp)
3175 { 2850 {
3176 tmp->destroy (); 2851 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2853 }
3179 2854
3180 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2857 if (tmp)
3183 { 2858 {
3184 tmp->destroy (); 2859 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2861 }
3187 2862
3188 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3189 2864
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3193 op->stats.food = 900; 2868 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2872
3198 /* 2873 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2874 * Check to see if the player has any unpaid items. If so, remove them
3200 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3201 * in the map. 2876 */
3202 */
3203
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3206 2878
3207 /****************************************/ 2879 /****************************************/
3208 /* */ 2880 /* */
3209 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3211 /* */ 2883 /* */
3212 /****************************************/ 2884 /****************************************/
3213 2885
3214 enter_player_savebed (op); 2886 enter_player_savebed (op);
3215 2887
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2888 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2889
3222 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2893 * on the space that might harm the player.
3226 */ 2894 */
3227 will_kill_again = 0; 2895 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3231 2899
3232 if (will_kill_again) 2900 if (will_kill_again)
3233 { 2901 {
3234 object *force; 2902 object *force;
3235 int at; 2903 int at;
3236 2904
3237 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2907 force->speed = 0.1f;
3240 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2912 force->resist[at] = 100;
3245 2913
3246 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3247 fix_player (op); 2915 op->update_stats ();
3248 2916
3249 } 2917 }
3250 2918
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2920}
3320
3321 2921
3322void 2922void
3323loot_object (object *op) 2923loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3326 2926
3327 if (op->container) 2927 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2928
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3333 { 2930 {
3334 next = tmp->below; 2931 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3336 continue; 2934 continue;
2935
3337 tmp->remove (); 2936 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3339 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2941
3342 }
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3344 { 2943 {
3345 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3346 { 2945 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy (); 2947 tmp2->destroy ();
3359/* 2958/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3361 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3362 * was changed. 2961 * was changed.
3363 */ 2962 */
3364
3365void 2963void
3366fix_weight (void) 2964fix_weight (void)
3367{ 2965{
3368 player *pl; 2966 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2967 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 2969
3374 if (old == sum) 2970 if (old == sum)
3375 continue; 2971 continue;
3376 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 2974 }
3379} 2975}
3380 2976
3381void 2977void
3382fix_luck (void) 2978fix_luck (void)
3383{ 2979{
3384 player *pl; 2980 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3389} 2983}
3390
3391 2984
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3395 */ 2988 */
3396
3397void 2989void
3398cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3399{ 2991{
3400 object *skop, *spob; 2992 object *skop, *spob;
3401 2993
3435 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3436 { 3028 {
3437 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3439 } 3031 }
3032
3440 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3441} 3034}
3442 3035
3443int 3036int
3444is_true_undead (object *op) 3037is_true_undead (object *op)
3445{ 3038{
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3449 return 1; 3040 return 1;
3450 3041
3451 if (op->type == PLAYER)
3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3456 return 0; 3042 return 0;
3457} 3043}
3458 3044
3459/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3502/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3503 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3504 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3505 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3506 */ 3092 */
3507
3508void 3093void
3509do_hidden_move (object *op) 3094do_hidden_move (object *op)
3510{ 3095{
3511 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3512 object *skop; 3097 object *skop;
3516 3101
3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3518 3103
3519 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3520 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3521 {
3522 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3523 { 3107 {
3524 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3525 make_visible (op); 3109 make_visible (op);
3526 return; 3110 return;
3527 } 3111 }
3528 else 3112 else
3529 num += 20; 3113 num += 20;
3530 } 3114
3531 num += op->map->difficulty; 3115 num += op->map->difficulty;
3532 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3533 num -= hide; 3117 num -= hide;
3118
3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 { 3120 {
3536 make_visible (op); 3121 make_visible (op);
3537 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3538 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3539 } 3124 }
3540 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3541 {
3542 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3543 }
3544} 3127}
3545 3128
3546/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3547 3130
3548int 3131int
3615 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3616 { 3199 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 3201 return -1;
3619 } 3202 }
3203
3620 if (!pl || !op) 3204 if (!pl || !op)
3621 return 0; 3205 return 0;
3622 3206
3623 if (op->head)
3624 {
3625 op = op->head; 3207 op = op->head_ ();
3626 } 3208
3627 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3628 3210
3629 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 3212 * through the object and find if it has any
3631 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3632 * a blocked los square. 3214 * a blocked los square.
3633 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3634 */ 3216 */
3635 while (op) 3217 while (op)
3636 { 3218 {
3637 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3638 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3639 3221
3640 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3641 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3642 * for any meaningful values. 3224 * for any meaningful values.
3643 */ 3225 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3646 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3647 return 1; 3229 return 1;
3648 op = op->more; 3230 op = op->more;
3649 } 3231 }
3650 return 0; 3232 return 0;
3651} 3233}
3748 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3749 int i = 0, j = 0; 3331 int i = 0, j = 0;
3750 3332
3751 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3752 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3753 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3754 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3755 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3756 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3757 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3758 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3759 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3760 3342
3761 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3762 return; 3344 return;
3763 3345
3764 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3765 3347
3766 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3767 { 3349 {
3768 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3769 return; 3351 return;
3770 } 3352 }
3771 3353
3772 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3773 item = &(tr->item->clone); 3355 item = tr->item;
3774 3356
3775 if (item->type == SPELL) 3357 if (item->type == SPELL)
3776 { 3358 {
3777 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3778 return; 3360 return;
3837 { 3419 {
3838 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3421 object *skin;
3840 3422
3841 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3842 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ;
3426
3843 if (skin == NULL) 3427 if (!skin)
3844 return; 3428 return;
3845 3429
3846 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3432 {
3893 * not readied. 3477 * not readied.
3894 */ 3478 */
3895void 3479void
3896player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3897{ 3481{
3898 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3899 3484
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3901 { 3486 pl->combat_ob = 0;
3487
3902 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3903 { 3489 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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