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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 2006 UTC vs.
Revision 1.153 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; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 36
78void 37void
79display_motd (const object *op) 38display_motd (const object *op)
80{ 39{
81 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
155 114
156 news[0] = '\0'; 115 news[0] = '\0';
157 subject[0] = '\0'; 116 subject[0] = '\0';
158 size = 0; 117 size = 0;
159 118
160 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
161 { 120 {
162 if (*buf == '#') 121 if (*buf == '#')
163 continue; 122 continue;
164 123
165 if (*buf == '%') 124 if (*buf == '%')
166 { /* send one news */ 125 { /* send one news */
167 if (size > 0) 126 if (size > 0)
168 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 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
169 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
170 strip_endline (subject); 130 strip_endline (subject);
171 size = 0; 131 size = 0;
172 news[0] = '\0'; 132 news[0] = '\0';
173 } 133 }
182 size += strlen (buf); 142 size += strlen (buf);
183 } 143 }
184 } 144 }
185 145
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
188 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
189}
190
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 149}
298 150
299/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
300static void 152static void
301set_first_map (object *op) 153set_first_map (object *op)
302{ 154{
303 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
304 op->x = -1; 156 op->x = -1;
305 op->y = -1; 157 op->y = -1;
306 enter_exit (op, 0);
307} 158}
308 159
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
309/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
311 * mode. 377 * mode.
312 */ 378 */
313 379player *
314int 380player::create ()
315add_player (client *ns)
316{ 381{
317 player *p = new player; 382 player *pl = new player;
318 383
319 p->ns = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 385
322 p->next = first_player; 386 pl->ob->roll_stats ();
323 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
324 389
325 p = get_player (p);
326
327 set_first_map (p->ob); 390 set_first_map (pl->ob);
328 391
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 392 return pl;
338} 393}
339 394
340/* 395/*
341 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
343 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
344 */ 399 */
345archetype * 400archetype *
346get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
347{ 402{
348 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
349 404
350 for (;;) 405 for (;;)
351 { 406 {
352 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
353 at = first_archetype; 408 i = archetypes.begin ();
354 else 409 else if (*i == at)
355 at = at->next; 410 cleanup ("not a single player archetype found");
356 411
357 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
358 return at; 413 return *i;
359
360 if (at == start)
361 {
362 LOG (llevError, "No Player archetypes\n");
363 exit (-1);
364 }
365 } 414 }
366} 415}
367 416
368object * 417object *
369get_nearest_player (object *mon) 418get_nearest_player (object *mon)
370{ 419{
371 object *op = NULL; 420 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 421 objectlink *ol;
374 unsigned lastdist; 422 unsigned lastdist;
375 rv_vector rv; 423 rv_vector rv;
376 424
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 426 {
379 /* 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
380 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
386 object *tmp = ol->ob; 434 object *tmp = ol->ob;
387 435
388 /* 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
389 * itself will have been cleared. 437 * itself will have been cleared.
390 */ 438 */
391 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 ());
392 ol = ol->next; 441 ol = ol->next;
393 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
394 if (!ol) 443 if (!ol)
395 return op; 444 return op;
396 } 445 }
409 { 458 {
410 op = ol->ob; 459 op = ol->ob;
411 lastdist = rv.distance; 460 lastdist = rv.distance;
412 } 461 }
413 } 462 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 463
415 { 464 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
420 { 467 {
421 op = pl->ob; 468 op = pl->ob;
422 lastdist = rv.distance; 469 lastdist = rv.distance;
423 } 470 }
424 } 471
425 }
426#if 0 472#if 0
427 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)");
428#endif 474#endif
429 return op; 475 return op;
430} 476}
448 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
449 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 496 * is probably not a good thing.
451 */ 497 */
452#define MAX_SPACES 50 498#define MAX_SPACES 50
453
454 499
455/* 500/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
458 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 534 x = mon->x;
490 y = mon->y; 535 y = mon->y;
491 m = mon->map; 536 m = mon->map;
492 dir = rv.direction; 537 dir = rv.direction;
493 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 */
494 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
495 /* 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. */
496 if (diff > max) 542 if (diff > max)
497 return 0; 543 return 0;
544
498 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
499 { 546 {
500 lastx = x; 547 lastx = x;
501 lasty = y; 548 lasty = y;
502 lastmap = m; 549 lastmap = m;
584 max--; 631 max--;
585 lastdir = dir; 632 lastdir = dir;
586 if (!firstdir) 633 if (!firstdir)
587 firstdir = dir; 634 firstdir = dir;
588 } 635 }
636
589 if (diff <= 1) 637 if (diff <= 1)
590 { 638 {
591 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 640 * headed toward player for entire distance.
593 */ 641 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 644 }
645
597 if (diff > max) 646 if (diff > max)
598 return 0; 647 return 0;
599 } 648 }
649
600 /* 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 */
601 if (!max) 651 if (!max)
602 return 0; 652 return 0;
603 653
604 return firstdir; 654 return firstdir;
697 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
698 link_player_skills (pl); 748 link_player_skills (pl);
699} 749}
700 750
701void 751void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
787{ 753{
788 if (party == NULL) 754 if (party == NULL)
789 { 755 {
790 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);
791 return; 757 return;
792 } 758 }
759
793 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 764}
798 765
799
800/* 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. */
801int 767static int
802roll_stat (void) 768roll_stat (void)
803{ 769{
804 int a[4], i, j, k; 770 int a[4], i, j, k;
805 771
806 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
808 774
809 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 776 if (a[i] < k)
811 k = a[i], j = i; 777 k = a[i], j = i;
812 778
813 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 780 if (i != j)
816 k += a[i]; 781 k += a[i];
817 } 782
818 return k; 783 return k;
819} 784}
820 785
821void 786void
822roll_stats (object *op) 787object::roll_stats ()
823{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
824 int sum = 0; 793 int sum = 0;
825 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
827 796
828 do 797 if (sum >= 82 && sum <= 116)
798 break;
829 { 799 }
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840 800
841 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 803
850 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
851 do 805 stats.stat (i) = statsort [i];
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866 806
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 807 stats.exp = 0;
886 op->stats.ac = 0; 808 stats.ac = 0;
887 809
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
895 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
896 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
897} 822}
898 823
899void 824void
900Roll_Again (object *op) 825object::swap_stats (int a, int b)
901{ 826{
902 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905}
906 828
907void 829 for (int i = 0; i < NUM_STATS; ++i)
908Swap_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)
909{ 856{
910 signed char tmp;
911 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
912 858
913 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 863}
1028 864
1029/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1033 * not the class. 869 * not the class.
1034 */ 870 */
1035 871void
1036int 872player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 873{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1053 876
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 878 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1057 880
1058 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1060 883
1061 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1062 885
1063 if (op->msg) 886 if (ob->msg)
1064 op->msg = NULL; 887 ob->msg = 0;
1065 888
1066 /* 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
1067 * to save here. 890 * to save here.
1068 */ 891 */
892 {
893 char buf[MAX_BUF];
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1070 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1071 897
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 898 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op); 901 link_player_skills (ob);
1079 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1080 fix_player (op); 903 ob->update_stats ();
1081 904
1082 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1083 * is one for this race 906 * is one for this race
1084 */ 907 */
1085 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1086 { 909 {
1087 object *tmp; 910 object *tmp;
1088 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1089 912
1090 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);
1091 tmp = object::create (); 914 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1094 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1095 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;
1096 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1097 * default initial map */ 920 * default initial map */
1098 tmp->destroy (); 921 tmp->destroy ();
1099 } 922 }
1100 else 923 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
1102 926
1103 return 0; 927void
1104 } 928player::chargen_race_next ()
1105 929{
1106 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1108 */ 932 */
1109 933
1110 tmp_loop = 0; 934 do
1111 while (!tmp_loop)
1112 { 935 {
1113 shstr name = op->name; 936 shstr name = ob->name;
1114 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1115 938
1116 remove_statbonus (op); 939 ob->remove_statbonus ();
1117 op->remove (); 940 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
1120 op->instantiate (); 943 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1123 op->x = x; 946 ob->x = x;
1124 op->y = y; 947 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1128 add_statbonus (op); 951 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 952 }
953 while (!allowed_class (ob));
1131 954
1132 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 957 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 960 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 961}
1194 962
1195void 963void
1196flee_player (object *op) 964flee_player (object *op)
1197{ 965{
1244 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 1014 op->enemy = NULL;
1247} 1015}
1248 1016
1249
1250/* 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.
1251 * 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
1252 * stop. 1019 * stop.
1253 */ 1020 */
1254int 1021int
1255check_pick (object *op) 1022check_pick (object *op)
1256{ 1023{
1257 object *tmp, *next; 1024 object *tmp, *next;
1258 int stop = 0; 1025 int stop = 0;
1259 int j, k, wvratio; 1026 int wvratio;
1260 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1261 1028
1262 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1264 return 1; 1031 return 1;
1265 1032
1333 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else 1103 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1108 }
1109
1370 /* philosophy: 1110 /* philosophy:
1371 * 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
1372 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1374 * 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
1375 * example. 1115 * example.
1376 * 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
1377 * 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
1378 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1563 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1564 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1565 { 1305 {
1566 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1567 { 1307 {
1568 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 &&
1569 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1570 { 1310 {
1571 pick_up (op, tmp); 1311 pick_up (op, tmp);
1572 continue; 1312 continue;
1573 } 1313 }
1574 } 1314 }
1575 1315
1576 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1577 { 1317 {
1578 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)
1579 { 1319 {
1580 pick_up (op, tmp); 1320 pick_up (op, tmp);
1581 continue; 1321 continue;
1582 } 1322 }
1583 } 1323 }
1608 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1609 { 1349 {
1610 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1611 } 1351 }
1612 else 1352 else
1613 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1614 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1615 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))));
1616#endif 1356#endif
1617 continue; 1357 continue;
1618 } 1358 }
1629 * found object is returned. 1369 * found object is returned.
1630 */ 1370 */
1631object * 1371object *
1632find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1633{ 1373{
1634 object *tmp = NULL; 1374 object *tmp = 0;
1635 1375
1636 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1637 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))
1638 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1640 return op; 1380 return op;
1381
1641 return tmp; 1382 return tmp;
1642} 1383}
1643 1384
1644/* 1385/*
1645 * 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
1646 * 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
1647 * 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
1648 * 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.
1649 */ 1390 */
1650
1651object * 1391object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1393{
1654 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1688 else 1428 else
1689 { 1429 {
1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 { 1431 {
1692 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1693 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1694 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)
1695 { 1435 {
1696 tmp = arrow; 1436 tmp = arrow;
1697 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;
1698 } 1438 }
1699 } 1439 }
1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1701 { 1441 {
1702 tmp = arrow; 1442 tmp = arrow;
1721 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1462 * op = the shooter
1723 * type = bow->race 1463 * type = bow->race
1724 * dir = fire direction 1464 * dir = fire direction
1725 */ 1465 */
1726
1727object * 1466object *
1728pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1729{ 1468{
1730 object *tmp = NULL; 1469 object *tmp = NULL;
1731 maptile *m; 1470 maptile *m;
1796 */ 1535 */
1797int 1536int
1798fire_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)
1799{ 1538{
1800 object *left, *bow; 1539 object *left, *bow;
1801 int bowspeed, mflags; 1540 int mflags;
1802 maptile *m; 1541 maptile *m;
1803 1542
1804 if (!dir) 1543 if (!dir)
1805 { 1544 {
1806 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!");
1807 return 0; 1546 return 0;
1808 } 1547 }
1809 1548
1810 if (op->type == PLAYER) 1549 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1812 else 1551 else
1813 { 1552 {
1814 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1815 /* 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
1816 * 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.
1821 if (!bow) 1560 if (!bow)
1822 { 1561 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1563 return 0;
1825 } 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
1826 } 1573 }
1827 1574
1828 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1829 { 1576 {
1830 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);
1831 return 0; 1578 return 0;
1832 } 1579 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842 1580
1843 if (arrow == NULL) 1581 if (arrow == NULL)
1844 { 1582 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1584 {
1847 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1848 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);
1849 /* 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 */
1850 else 1588 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1852 return 0; 1591 return 0;
1853 } 1592 }
1854 } 1593 }
1855 1594
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1878 return 0; 1617 return 0;
1879 } 1618 }
1880 1619
1881 arrow->set_owner (op); 1620 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1622 arrow->direction = dir;
1885 arrow->x = sx; 1623
1886 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;
1887 1656
1888 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1889 { 1658 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1923 } 1666 }
1924 else 1667 else
1925 { 1668 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1669 arrow->level = op->level;
1928 } 1670 arrow->stats.wc -= bow->magic;
1929 1671
1930 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1931 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1932 1677
1933 if (bow->slaying) 1678 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1680
1936 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1684
1940 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);
1941 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1942 1687
1943 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1689 move_arrow (arrow);
1945 1690
1946 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1966{ 1711{
1967 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1968 1713
1969 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1970 { 1715 {
1971 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);
1972 } 1717 }
1973 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)
1974 { 1719 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1721 wcmod = -1;
1722
1977 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);
1978 } 1724 }
1979 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1980 { 1726 {
1981 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);
1985 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1732 {
1987 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);
1988 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);
1989 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);
1990
1991 } 1736 }
1992 else 1737 else
1993 { 1738 {
1994 /* Simple case */ 1739 /* Simple case */
1995 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);
1996 } 1741 }
1742
1997 return ret; 1743 return ret;
1998} 1744}
1999
2000 1745
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2003 */ 1748 */
2004void 1749void
2005fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2006{ 1751{
2007 object *item; 1752 object *item = op->contr->ranged_ob;
2008 1753
2009 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2010 { 1755 {
2011 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.");
2012 return; 1757 return;
2013 } 1758 }
2014 1759
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1760 if (!item->inv)
2017 { 1761 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1763 return;
2020 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2021 if (item->type == WAND) 1769 if (item->type == WAND)
2022 { 1770 {
2023 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2024 { 1772 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2027 return; 1776 return;
2028 } 1777 }
2029 } 1778 }
2030 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2031 { 1780 {
2032 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))
2033 { 1782 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2035 if (item->type == ROD) 1785 if (item->type == ROD)
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else 1787 else
2038 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
2039 return; 1790 return;
2040 } 1791 }
2041 } 1792 }
2042 1793
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2050 object *tmp; 1801 object *tmp;
2051 1802
2052 if (item->arch) 1803 if (item->arch)
2053 { 1804 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2056 item->speed = 0; 1807 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1808 }
1809
2059 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1812 }
2062 } 1813 }
2063 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1815 drain_rod_charge (item);
2066 }
2067 } 1816 }
2068} 1817}
2069 1818
2070/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2071 */ 1820 */
2072void 1821bool
2073fire (object *op, int dir) 1822fire (object *op, int dir)
2074{ 1823{
2075 int spellcost = 0; 1824 int spellcost = 0;
2076 1825
2077 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2079 make_visible (op); 1828 make_visible (op);
2080 1829
2081 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;
2082 { 1836 }
2083 case range_none:
2084 return;
2085 1837
2086 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:
2087 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2088 return; 1855 break;
2089 1856
2090 case range_magic: /* Casting spells */ 1857 case SPELL:
2091 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);
2092 return; 1859 break;
2093 1860
2094 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:
2095 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2096 return; 1871 break;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 } 1872 }
2124}
2125 1873
2126 1874 return true;
1875}
2127 1876
2128/* find_key 1877/* find_key
2129 * 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
2130 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1882 * pl is the player,
2134 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2137 */ 1886 */
2138
2139object * 1887object *
2140find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2141{ 1889{
2142 object *tmp, *key; 1890 object *tmp, *key;
2143 1891
2144 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1893 if (!container->inv)
2146 return NULL; 1894 return 0;
2147 1895
2148 /* 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 */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1898 {
2151 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1900 break;
2153 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2155 */ 1903 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1905 break;
2158 } 1906 }
1907
2159 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2160 /* 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.
2161 * 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
2162 * a key, return 1911 * a key, return
2163 */ 1912 */
2164 if (!tmp) 1913 if (!tmp)
2165 { 1914 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1916 {
2168 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1919 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2172 return key; 1921 return key;
2173 } 1922 }
2174 } 1923 }
1924
2175 if (!tmp) 1925 if (!tmp)
2176 return NULL; 1926 return NULL;
2177 } 1927 }
1928
2178 /* 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,
2179 * see if we actually want to use it 1930 * see if we actually want to use it
2180 */ 1931 */
2181 if (pl != container) 1932 if (pl != container)
2182 { 1933 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1956 return NULL;
2206 } 1957 }
2207 } 1958 }
1959
2208 return tmp; 1960 return tmp;
2209} 1961}
2210 1962
2211/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2214 * 0 otherwise 1966 * 0 otherwise
2215 */ 1967 */
2216static int 1968static int
2217player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2218{ 1970{
2219 /* 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,
2220 * 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 -
2221 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2222 */ 1974 */
2223 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2224 1976
2225 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2226 if (key) 1978 if (key)
2227 { 1979 {
2228 object *container = key->env; 1980 object *container = key->env;
2229 1981
2230 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
2231 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2232 make_visible (op); 1985 make_visible (op);
1986
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2235 if (door->type == DOOR) 1990 if (door->type == DOOR)
2236 {
2237 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 */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2240 { 1993 {
2241 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));
2242 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1996 }
1997
2244 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2247 if (container != op) 2001 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2249 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2250 } 2005 }
2251 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2252 { 2007 {
2253 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1; 2010 return 1;
2256 } 2011 }
2012
2257 return 0; 2013 return 0;
2258} 2014}
2259 2015
2260/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2262 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2263 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2264 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2265 */ 2021 */
2266void 2022bool
2267move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2268{ 2024{
2269 object *tmp, *mon;
2270 sint16 nx, ny;
2271 int on_battleground; 2025 int on_battleground;
2272 maptile *m;
2273 2026
2274 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2276 2029
2277 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 }
2278 2040
2279 /* 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
2280 * 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
2281 * 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
2282 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2283 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2284 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2285 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2286 * move_ob uses. 2048 * move_ob uses.
2287 */ 2049 */
2288 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);
2289 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 {
2292 m = get_map_from_coord (op->map, &nx, &ny);
2293 if (!m)
2294 return; /* Don't think this should happen */
2295 }
2296 else
2297 m = op->map;
2298 2051
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return;
2303 }
2304
2305 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2307 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2308 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2309 * on the space 2055 * on the space
2310 */ 2056 */
2311 while (tmp) 2057 object *mon;
2312 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2313 if (tmp == op) 2059 {
2314 { 2060 if ((mon->flag [FLAG_ALIVE]
2315 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2316 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2317 }
2318
2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2320 {
2321 mon = tmp; 2063 && mon != op)
2322 break; 2064 break;
2323 } 2065 }
2324 2066
2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2326 mon = tmp;
2327
2328 tmp = tmp->above;
2329 }
2330
2331 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2332 return; /* into a wall */ 2068 return false; /* into a wall */
2333 2069
2334 if (mon->head)
2335 mon = mon->head; 2070 mon = mon->head_ ();
2336 2071
2337 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)
2338 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2339 return; 2077 return true;
2078 }
2340 2079
2341 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2342 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2343 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2344 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2345 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2346 * and thus will not push them. 2085 * and thus will not push them.
2347 */ 2086 */
2348 2087
2349 /* 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
2350 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2352 */ 2091 */
2353 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2354#if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2358#else
2359 && mon->owner == op 2095 || mon->owner == op)
2360#endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2097 {
2363 /* 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 */
2364 if (op->contr->braced) 2099 if (op->contr->braced)
2365 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2366 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);
2367 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2368 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2110 make_visible (op);
2111
2370 return; 2112 return true;
2371 } 2113 }
2114 else
2115 return false;
2116 }
2372 2117
2373 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2375 * 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
2376 * attack them either. 2121 * attack them either.
2377 */ 2122 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2379 (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))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 2125 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2389 { 2130 {
2131 --op->speed_left;
2132
2390 if (!op->contr->braced) 2133 if (!op->contr->braced)
2391 { 2134 {
2392 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);
2393 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2394 } 2137 }
2395 else 2138 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2397 2140
2398 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2399 make_visible (op); 2142 make_visible (op);
2400 }
2401 2143
2144 return true;
2145 }
2146 }
2402 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2403 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2404 */ 2149 */
2405 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)
2406 { 2153 {
2154 --op->speed_left;
2155
2407 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2408 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2409 make_visible (op); 2158 make_visible (op);
2410 }
2411 2159
2160 return true;
2161 }
2162 }
2412 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2413 * 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
2414 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2415 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2416 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2168 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2171 {
2422 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit)
2429 { 2173 {
2430 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434 2175
2435 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2436
2437 /* If attacking another player, that player gets automatic
2438 * hitback, and doesn't loose luck either.
2439 * Disable hitback on the battleground or if the target is
2440 * the wiz.
2441 */
2442 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2443 {
2444 short luck = mon->stats.luck;
2445
2446 mon->contr->has_hit = 1;
2447 skill_attack (op, mon, 0, 0, 0);
2448 mon->stats.luck = luck;
2449 }
2450 2177
2451 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2452 make_visible (op); 2179 make_visible (op);
2453 }
2454 } /* if player should attack something */
2455}
2456 2180
2457int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2458move_player (object *op, int dir) 2189move_player (object *op, int dir)
2459{ 2190{
2460 int pick; 2191 int pick;
2461 2192
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2194 return 0;
2464 2195
2465 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2467 { 2198 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2200 return 0;
2470 } 2201 }
2471 2202
2472 /* peterm: added following line */ 2203 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2206
2476 op->facing = dir; 2207 op->facing = dir;
2477 2208
2478 if (op->hide) 2209 if (op->hide)
2479 do_hidden_move (op); 2210 do_hidden_move (op);
2480 2211
2212 bool retval;
2213
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ; 2215 retval = RESULT_INT (0);
2483 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2484 fire (op, dir); 2217 retval = fire (op, dir);
2485 else 2218 else
2486 { 2219 {
2487 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2488 pick = check_pick (op); 2221 pick = check_pick (op);
2489 } 2222 }
2490 2223
2491 /* 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
2492 * server can handle repeat firing. 2225 * server can handle repeat firing.
2499 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2501 * for players. 2234 * for players.
2502 */ 2235 */
2503 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2504 return 0; 2237
2238 return retval;
2505} 2239}
2506 2240
2507/* 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
2508 * new client/server stuff. 2242 * new client/server stuff.
2509 * 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
2510 * the new speed values for commands. 2244 * the new speed values for commands.
2511 * 2245 *
2512 * 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.
2513 */ 2249 */
2514int 2250bool
2515handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2516{ 2252{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2254 {
2539 flee_player (op); 2255 if (op->speed_left > 0.f)
2540 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 { 2256 {
2543 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2544 return 0; 2260 return true;
2545 } 2261 }
2262 else
2263 return false;
2546 } 2264 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2265
2556 /* 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
2557 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2268 * called, so we recheck it here.
2559 */ 2269 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2270 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0; 2271 return true;
2566 2272
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582 2275
2583 return 0; 2276 return false;
2584} 2277}
2585 2278
2586int 2279int
2587save_life (object *op) 2280save_life (object *op)
2588{ 2281{
2605 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2606 2299
2607 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2608 op->stats.food = 999; 2301 op->stats.food = 999;
2609 2302
2610 fix_player (op); 2303 op->update_stats ();
2611 return 1; 2304 return 1;
2612 } 2305 }
2613 2306
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 * from. 2316 * from.
2624 */ 2317 */
2625void 2318void
2626remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2627{ 2320{
2628 object *next;
2629
2630 while (op) 2321 while (op)
2631 { 2322 {
2632 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' */
2633 * we remove object 'op' 2324
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2326 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2643 } 2331 }
2644 else if (op->inv) 2332 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2646 2334
2647 op = next; 2335 op = next;
2648 } 2336 }
2649} 2337}
2650
2651 2338
2652/* 2339/*
2653 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2377 strcat (buf2, buf);
2691 2378
2692 return buf2; 2379 return buf2;
2693} 2380}
2694
2695
2696 2381
2697void 2382void
2698do_some_living (object *op) 2383do_some_living (object *op)
2699{ 2384{
2700 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2391 int rate_grace = 2000;
2707 const int max_hp = 1; 2392 const int max_hp = 1;
2708 const int max_sp = 1; 2393 const int max_sp = 1;
2709 const int max_grace = 1; 2394 const int max_grace = 1;
2710 2395
2711 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
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--;
2712 { 2405 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2716 } 2413 }
2717 2414
2718 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2719 { 2416 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2421 else
2726 { 2422 {
2727 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2425 }
2426
2730 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2429 else
2733 { 2430 {
2734 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2433 }
2434
2737 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2437 else
2740 { 2438 {
2741 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2441 }
2744 2442
2745 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2747 { 2445 {
2748 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);
2749 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2750 { 2448 {
2751 op->stats.sp++; 2449 op->stats.sp++;
2757 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2758 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))
2759 op->stats.food = last_food; 2457 op->stats.food = last_food;
2760 } 2458 }
2761 } 2459 }
2460
2762 if (max_sp > 1) 2461 if (max_sp > 1)
2763 { 2462 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2464 if (over_sp > 0)
2766 { 2465 {
2767 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2768 { 2467 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2770 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))
2771 op->stats.sp--; 2471 op->stats.sp--;
2472
2772 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2774 } 2475 }
2775 op->last_sp = 0; 2476 op->last_sp = 0;
2776 } 2477 }
2777 else 2478 else
2778 {
2779 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);
2780 }
2781 } 2480 }
2782 else 2481 else
2783 {
2784 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);
2785 }
2786 } 2483 }
2787 2484
2788 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2789 /* 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. */
2790 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2791 { 2488 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2794 if (max_grace > 1) 2492 if (max_grace > 1)
2795 { 2493 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2495 if (over_grace > 0)
2798 { 2496 {
2826 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2827 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))
2828 op->stats.food = last_food; 2526 op->stats.food = last_food;
2829 } 2527 }
2830 } 2528 }
2529
2831 if (max_hp > 1) 2530 if (max_hp > 1)
2832 { 2531 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2533 if (over_hp > 0)
2835 { 2534 {
2848 } 2547 }
2849 2548
2850 /* Digestion */ 2549 /* Digestion */
2851 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2852 { 2551 {
2853#ifdef COZY_SERVER
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856#else
2857 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858#endif
2859 2553
2860 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2861 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);
2862 else 2556 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2864 /* dms do not consume food */ 2559 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2561 op->stats.food--;
2867 } 2562 }
2868 }
2869 2563
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2565 {
2872 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2873 2567
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2569 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2880 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.");
2881 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2577 break;
2884 } 2578 }
2885 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2886 flesh = tmp; 2580 flesh = tmp;
2887 } /* End if paid for object */ 2581 } /* End if paid for object */
2888 } /* end of for loop */ 2582 } /* end of for loop */
2583
2889 /* 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
2890 * eat flesh instead. 2585 * eat flesh instead.
2891 */ 2586 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2588 {
2894 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.");
2895 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2896 } 2591 }
2897 } /* end if player is starving */ 2592 }
2898 2593
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2901 2596
2902 if (!op->contr->ns->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))
2903 kill_player (op); 2598 kill_player (op);
2599 }
2904} 2600}
2905
2906
2907 2601
2908/* 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.
2909 * 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
2910 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2605 * file.
2941 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!");
2942 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...");
2943 2637
2944 /* restore player */ 2638 /* restore player */
2945 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2641 {
2949 tmp->destroy (); 2642 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2644 }
2952 2645
2953 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2648 {
2957 tmp->destroy (); 2649 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2651 }
2960 2652
2962 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2656 op->stats.food = 999;
2965 2657
2966 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2660 {
2970 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2662 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2973 " 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",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2666 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2670 }
2981 2671
2982 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2674 op->contr->braced = 0;
2989 2679
2990 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2991 2681
2992 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2993 { 2683 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3003 } 2686 }
3004 else 2687 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3014 } 2689
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2691
3017 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3018 x = op->x; 2693 x = op->x;
3019 y = op->y; 2694 y = op->y;
3020 map = op->map; 2695 map = op->map;
3021 2696
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * 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.
3027 * 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.
3028 */ 2700 */
3029 2701
3030 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2704 * of death.
3033 */ 2705 */
3034#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3036 { 2708 {
3037 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3038 /* 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
3039 more if they do. */ 2711 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2714 little bit harder. */
3043 /* GD */ 2715 /* GD */
3044 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2717 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2718 else
3050 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3051 num_stats_lose = 1; 2722 num_stats_lose = 1;
3052 } 2723
3053 lost_a_stat = 0; 2724 lost_a_stat = 0;
3054 2725
3055 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3056 { 2727 {
3057 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3058 2729
3059 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)
3060 { 2750 {
3061 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3062 * what he lost. 2752 insert_ob_in_ob (dep, op);
3063 */
3064 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1;
3070 } 2753 }
3071 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3072 { 2756 {
3073 /* deplete a stat */ 2757 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3075 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3076 2760 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2761 {
3080 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3082 } 2764
3083 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0) 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)
3090 { 2771 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2772 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2774 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2775 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2776 else
3125 if (this_stat >= -50)
3126 { 2777 {
3127 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 lost_a_stat = 1; 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"); */
3132 } 2783 }
3133 } 2784 }
3134 } 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 }
3135 } 2804 }
2805 }
2806 }
3136 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2808 if (!lost_a_stat)
3138 { 2809 {
3139 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3142 2813
3143 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3144 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3145 else 2816 else
3146 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.");
3147 } 2818 }
3148#else 2819#else
3149 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.");
3150#endif 2821#endif
3151 2822
3152 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2824 * exp loss on the stone.
3154 */ 2825 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2828 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3160 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3161 tmp->msg = buf; 2832 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2835
3165 /**************************************/ 2836 /**************************************/
3166 /* */ 2837 /* */
3167 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3170 /* */ 2841 /* */
3171 /**************************************/ 2842 /**************************************/
3172 2843
3173 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2845 /* restore player */
3175 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
3177 2848
3178 if (tmp) 2849 if (tmp)
3179 { 2850 {
3180 tmp->destroy (); 2851 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2853 }
3183 2854
3184 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2857 if (tmp)
3187 { 2858 {
3188 tmp->destroy (); 2859 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2861 }
3191 2862
3192 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3193 2864
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3197 op->stats.food = 900; 2868 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2872
3202 /* 2873 /*
3203 * 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
3204 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3205 * in the map. 2876 */
3206 */
3207
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3210 2878
3211 /****************************************/ 2879 /****************************************/
3212 /* */ 2880 /* */
3213 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3215 /* */ 2883 /* */
3216 /****************************************/ 2884 /****************************************/
3217 2885
3218 enter_player_savebed (op); 2886 enter_player_savebed (op);
3219 2887
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2888 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2889
3226 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2893 * on the space that might harm the player.
3230 */ 2894 */
3231 will_kill_again = 0; 2895 will_kill_again = 0;
3232 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)
3233 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3235 2899
3236 if (will_kill_again) 2900 if (will_kill_again)
3237 { 2901 {
3238 object *force; 2902 object *force;
3239 int at; 2903 int at;
3240 2904
3241 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2907 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2912 force->resist[at] = 100;
3249 2913
3250 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3251 fix_player (op); 2915 op->update_stats ();
3252 2916
3253 } 2917 }
3254 2918
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2920}
3324
3325 2921
3326void 2922void
3327loot_object (object *op) 2923loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3330 2926
3331 if (op->container) 2927 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2928
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3337 { 2930 {
3338 next = tmp->below; 2931 next = tmp->below;
2932
3339 if (tmp->invisible) 2933 if (tmp->invisible)
3340 continue; 2934 continue;
2935
3341 tmp->remove (); 2936 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3343 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2941
3346 }
3347 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))))
3348 { 2943 {
3349 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3350 { 2945 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy (); 2947 tmp2->destroy ();
3363/* 2958/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3365 * 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
3366 * was changed. 2961 * was changed.
3367 */ 2962 */
3368
3369void 2963void
3370fix_weight (void) 2964fix_weight (void)
3371{ 2965{
3372 player *pl; 2966 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2967 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 2969
3378 if (old == sum) 2970 if (old == sum)
3379 continue; 2971 continue;
3380 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3381 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);
3382 } 2974 }
3383} 2975}
3384 2976
3385void 2977void
3386fix_luck (void) 2978fix_luck (void)
3387{ 2979{
3388 player *pl; 2980 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2981 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3393} 2983}
3394
3395 2984
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3399 */ 2988 */
3400
3401void 2989void
3402cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3403{ 2991{
3404 object *skop, *spob; 2992 object *skop, *spob;
3405 2993
3439 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3440 { 3028 {
3441 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3443 } 3031 }
3032
3444 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3445} 3034}
3446 3035
3447int 3036int
3448is_true_undead (object *op) 3037is_true_undead (object *op)
3449{ 3038{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3453 return 1; 3040 return 1;
3454 3041
3455 return 0; 3042 return 0;
3456} 3043}
3457 3044
3501/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 3092 */
3506
3507void 3093void
3508do_hidden_move (object *op) 3094do_hidden_move (object *op)
3509{ 3095{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511 object *skop; 3097 object *skop;
3515 3101
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3103
3518 /* 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! */
3519 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3522 { 3107 {
3523 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!");
3524 make_visible (op); 3109 make_visible (op);
3525 return; 3110 return;
3526 } 3111 }
3527 else 3112 else
3528 num += 20; 3113 num += 20;
3529 } 3114
3530 num += op->map->difficulty; 3115 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3117 num -= hide;
3118
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3120 {
3535 make_visible (op); 3121 make_visible (op);
3536 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3537 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!");
3538 } 3124 }
3539 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3540 {
3541 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);
3542 }
3543} 3127}
3544 3128
3545/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3546 3130
3547int 3131int
3614 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3615 { 3199 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3201 return -1;
3618 } 3202 }
3203
3619 if (!pl || !op) 3204 if (!pl || !op)
3620 return 0; 3205 return 0;
3621 3206
3622 if (op->head)
3623 {
3624 op = op->head; 3207 op = op->head_ ();
3625 } 3208
3626 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3627 3210
3628 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3212 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3631 * a blocked los square. 3214 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3633 */ 3216 */
3634 while (op) 3217 while (op)
3635 { 3218 {
3636 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3638 3221
3639 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3640 * 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
3641 * for any meaningful values. 3224 * for any meaningful values.
3642 */ 3225 */
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3331 int i = 0, j = 0;
3749 3332
3750 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3759 3342
3760 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3761 return; 3344 return;
3762 3345
3763 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++);
3764 3347
3765 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3766 { 3349 {
3767 /* 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]); */
3768 return; 3351 return;
3769 } 3352 }
3770 3353
3771 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3355 item = tr->item;
3773 3356
3774 if (item->type == SPELL) 3357 if (item->type == SPELL)
3775 { 3358 {
3776 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3777 return; 3360 return;
3836 { 3419 {
3837 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3421 object *skin;
3839 3422
3840 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3841 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3843 ; 3425 ;
3844 3426
3845 if (!skin) 3427 if (!skin)
3846 return; 3428 return;
3847 3429
3895 * not readied. 3477 * not readied.
3896 */ 3478 */
3897void 3479void
3898player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3899{ 3481{
3900 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3901 3484
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3903 { 3486 pl->combat_ob = 0;
3487
3904 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3905 { 3489 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines