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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 169 ob->enter_exit (tmp);
305}
306 170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
307/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
309 * mode. 371 * mode.
310 */ 372 */
311 373player *
312int 374player::create ()
313add_player (client *ns)
314{ 375{
315 player *p = new player; 376 player *pl = new player;
316 377
317 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 379
320 p->next = first_player; 380 pl->ob->roll_stats ();
321 first_player = p; 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
322 383
323 p = get_player (p);
324
325 set_first_map (p->ob); 384 set_first_map (pl->ob);
326 385
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 386 return pl;
335} 387}
336 388
337/* 389/*
338 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
364 416
365object * 417object *
366get_nearest_player (object *mon) 418get_nearest_player (object *mon)
367{ 419{
368 object *op = NULL; 420 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 421 objectlink *ol;
371 unsigned lastdist; 422 unsigned lastdist;
372 rv_vector rv; 423 rv_vector rv;
373 424
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 426 {
376 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 434 object *tmp = ol->ob;
384 435
385 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 437 * itself will have been cleared.
387 */ 438 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
389 ol = ol->next; 441 ol = ol->next;
390 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
391 if (!ol) 443 if (!ol)
392 return op; 444 return op;
393 } 445 }
406 { 458 {
407 op = ol->ob; 459 op = ol->ob;
408 lastdist = rv.distance; 460 lastdist = rv.distance;
409 } 461 }
410 } 462 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 463
412 { 464 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
417 { 467 {
418 op = pl->ob; 468 op = pl->ob;
419 lastdist = rv.distance; 469 lastdist = rv.distance;
420 } 470 }
421 } 471
422 }
423#if 0 472#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 474#endif
426 return op; 475 return op;
427} 476}
445 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 496 * is probably not a good thing.
448 */ 497 */
449#define MAX_SPACES 50 498#define MAX_SPACES 50
450
451 499
452/* 500/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 534 x = mon->x;
487 y = mon->y; 535 y = mon->y;
488 m = mon->map; 536 m = mon->map;
489 dir = rv.direction; 537 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
492 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 542 if (diff > max)
494 return 0; 543 return 0;
544
495 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
496 { 546 {
497 lastx = x; 547 lastx = x;
498 lasty = y; 548 lasty = y;
499 lastmap = m; 549 lastmap = m;
581 max--; 631 max--;
582 lastdir = dir; 632 lastdir = dir;
583 if (!firstdir) 633 if (!firstdir)
584 firstdir = dir; 634 firstdir = dir;
585 } 635 }
636
586 if (diff <= 1) 637 if (diff <= 1)
587 { 638 {
588 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 640 * headed toward player for entire distance.
590 */ 641 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 644 }
645
594 if (diff > max) 646 if (diff > max)
595 return 0; 647 return 0;
596 } 648 }
649
597 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
598 if (!max) 651 if (!max)
599 return 0; 652 return 0;
600 653
601 return firstdir; 654 return firstdir;
694 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
695 link_player_skills (pl); 748 link_player_skills (pl);
696} 749}
697 750
698void 751void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
783{ 753{
784 if (party == NULL) 754 if (party == NULL)
785 { 755 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 757 return;
788 } 758 }
759
789 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 764}
794
795 765
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 767static int
798roll_stat (void) 768roll_stat (void)
799{ 769{
800 int a[4], i, j, k; 770 int a[4], i, j, k;
801 771
802 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
804 774
805 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 776 if (a[i] < k)
807 k = a[i], j = i; 777 k = a[i], j = i;
808 778
809 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 780 if (i != j)
812 k += a[i]; 781 k += a[i];
813 } 782
814 return k; 783 return k;
815} 784}
816 785
817void 786void
818roll_stats (object *op) 787object::roll_stats ()
819{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
820 int sum = 0; 793 int sum = 0;
821 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
823 796
824 do 797 if (sum >= 82 && sum <= 116)
798 break;
825 { 799 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 800
837 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 803
846 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
847 do 805 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 806
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 807 stats.exp = 0;
882 op->stats.ac = 0; 808 stats.ac = 0;
883 809
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
892 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
893} 822}
894 823
895void 824void
896Roll_Again (object *op) 825object::swap_stats (int a, int b)
897{ 826{
898 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 828
903void 829 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
905{ 856{
906 signed char tmp;
907 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
908 858
909 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 863}
1024 864
1025/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1029 * not the class. 869 * not the class.
1030 */ 870 */
1031 871void
1032int 872player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 873{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 876
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 878 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1053 880
1054 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1056 883
1057 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1058 885
1059 if (op->msg) 886 if (ob->msg)
1060 op->msg = NULL; 887 ob->msg = 0;
1061 888
1062 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1063 * to save here. 890 * to save here.
1064 */ 891 */
892 {
893 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1067 897
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 898 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 901 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1076 fix_player (op); 903 ob->update_stats ();
1077 904
1078 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1079 * is one for this race 906 * is one for this race
1080 */ 907 */
1081 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1082 { 909 {
1083 object *tmp; 910 object *tmp;
1084 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1085 912
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 914 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1093 * default initial map */ 920 * default initial map */
1094 tmp->destroy (); 921 tmp->destroy ();
1095 } 922 }
1096 else 923 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
1098 926
1099 return 0; 927void
1100 } 928player::chargen_race_next ()
1101 929{
1102 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1104 */ 932 */
1105 933
1106 tmp_loop = 0; 934 do
1107 while (!tmp_loop)
1108 { 935 {
1109 shstr name = op->name; 936 shstr name = ob->name;
1110 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1111 938
1112 remove_statbonus (op); 939 ob->remove_statbonus ();
1113 op->remove (); 940 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 943 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1119 op->x = x; 946 ob->x = x;
1120 op->y = y; 947 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 951 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 952 }
953 while (!allowed_class (ob));
1127 954
1128 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 957 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 960 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 961}
1190 962
1191void 963void
1192flee_player (object *op) 964flee_player (object *op)
1193{ 965{
1223 { 995 {
1224 op->enemy = NULL; 996 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 998 return;
1227 } 999 }
1000
1228 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1229 1002
1230 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1232 { 1005 {
1233 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1234 1007
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1009 return;
1238 }
1239 } 1010 }
1011
1240 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1014 op->enemy = NULL;
1243} 1015}
1244 1016
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1019 * stop.
1249 */ 1020 */
1250int 1021int
1251check_pick (object *op) 1022check_pick (object *op)
1252{ 1023{
1253 object *tmp, *next; 1024 object *tmp, *next;
1254 int stop = 0; 1025 int stop = 0;
1255 int j, k, wvratio; 1026 int wvratio;
1256 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1257 1028
1258 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1260 return 1; 1031 return 1;
1261 1032
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1103 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1108 }
1109
1366 /* philosophy: 1110 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1115 * example.
1372 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1369 * found object is returned.
1626 */ 1370 */
1627object * 1371object *
1628find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1629{ 1373{
1630 object *tmp = NULL; 1374 object *tmp = 0;
1631 1375
1632 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1636 return op; 1380 return op;
1381
1637 return tmp; 1382 return tmp;
1638} 1383}
1639 1384
1640/* 1385/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1390 */
1646
1647object * 1391object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1393{
1650 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1462 * op = the shooter
1719 * type = bow->race 1463 * type = bow->race
1720 * dir = fire direction 1464 * dir = fire direction
1721 */ 1465 */
1722
1723object * 1466object *
1724pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1725{ 1468{
1726 object *tmp = NULL; 1469 object *tmp = NULL;
1727 maptile *m; 1470 maptile *m;
1792 */ 1535 */
1793int 1536int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1538{
1796 object *left, *bow; 1539 object *left, *bow;
1797 int bowspeed, mflags; 1540 int mflags;
1798 maptile *m; 1541 maptile *m;
1799 1542
1800 if (!dir) 1543 if (!dir)
1801 { 1544 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1546 return 0;
1804 } 1547 }
1805 1548
1806 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1807 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1808 else 1555 else
1809 { 1556 {
1810 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1564 if (!bow)
1818 { 1565 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1567 return 0;
1821 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1822 } 1577 }
1823 1578
1824 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1825 { 1580 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1582 return 0;
1828 } 1583 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1584
1839 if (arrow == NULL) 1585 if (arrow == NULL)
1840 { 1586 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1588 {
1843 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1592 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1848 return 0; 1595 return 0;
1849 } 1596 }
1850 } 1597 }
1851 1598
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1621 return 0;
1875 } 1622 }
1876 1623
1877 arrow->set_owner (op); 1624 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1626 arrow->direction = dir;
1881 arrow->x = sx; 1627
1882 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1661
1884 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1885 { 1663 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1919 } 1671 }
1920 else 1672 else
1921 { 1673 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1674 arrow->level = op->level;
1924 } 1675 arrow->stats.wc -= bow->magic;
1925 1676
1926 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1927 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1928 1682
1929 if (bow->slaying) 1683 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1685
1932 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1689
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1938 1692
1939 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1694 move_arrow (arrow);
1941 1695
1942 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1962{ 1716{
1963 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1964 1718
1965 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1966 { 1720 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1722 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1724 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1726 wcmod = -1;
1727
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1729 }
1975 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1976 { 1731 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1737 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1741 }
1988 else 1742 else
1989 { 1743 {
1990 /* Simple case */ 1744 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1746 }
1747
1993 return ret; 1748 return ret;
1994} 1749}
1995 1750
1996 1751
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1999 */ 1754 */
2000void 1755void
2001fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2002{ 1757{
2003 object *item; 1758 object *item = op->contr->ranged_ob;
2004 1759
2005 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2006 { 1761 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1763 return;
2009 } 1764 }
2010 1765
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1766 if (!item->inv)
2013 { 1767 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1769 return;
2016 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2017 if (item->type == WAND) 1775 if (item->type == WAND)
2018 { 1776 {
2019 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2020 { 1778 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2023 return; 1782 return;
2024 } 1783 }
2025 } 1784 }
2026 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2027 { 1786 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1788 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2031 if (item->type == ROD) 1791 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1793 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2035 return; 1796 return;
2036 } 1797 }
2037 } 1798 }
2038 1799
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1808
2048 if (item->arch) 1809 if (item->arch)
2049 { 1810 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2052 item->speed = 0; 1813 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1814 }
1815
2055 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1818 }
2058 } 1819 }
2059 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1821 drain_rod_charge (item);
2062 }
2063 } 1822 }
2064} 1823}
2065 1824
2066/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2067 */ 1826 */
2072 1831
2073 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2075 make_visible (op); 1834 make_visible (op);
2076 1835
2077 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2078 { 1839 {
2079 case range_none: 1840 control_golem (op->contr->golem, dir);
2080 return; 1841 return;
1842 }
2081 1843
2082 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2083 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2084 return; 1853 break;
2085 1854
2086 case range_magic: /* Casting spells */ 1855 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1857 break;
2089 1858
2090 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2091 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2092 return; 1870 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1871 }
2120} 1872}
2121
2122
2123 1873
2124/* find_key 1874/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1879 * pl is the player,
2130 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2133 */ 1883 */
2134
2135object * 1884object *
2136find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2137{ 1886{
2138 object *tmp, *key; 1887 object *tmp, *key;
2139 1888
2140 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1890 if (!container->inv)
2142 return NULL; 1891 return 0;
2143 1892
2144 /* First, lets try to find a key in the top level inventory */ 1893 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1895 {
2147 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1897 break;
2149 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2151 */ 1900 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1902 break;
2154 } 1903 }
1904
2155 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1906 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1907 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1908 * a key, return
2159 */ 1909 */
2160 if (!tmp) 1910 if (!tmp)
2161 { 1911 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1913 {
2164 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1916 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2168 return key; 1918 return key;
2169 } 1919 }
2170 } 1920 }
1921
2171 if (!tmp) 1922 if (!tmp)
2172 return NULL; 1923 return NULL;
2173 } 1924 }
1925
2174 /* We get down here if we have found a key. Now if its in a container, 1926 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1927 * see if we actually want to use it
2176 */ 1928 */
2177 if (pl != container) 1929 if (pl != container)
2178 { 1930 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1953 return NULL;
2202 } 1954 }
2203 } 1955 }
1956
2204 return tmp; 1957 return tmp;
2205} 1958}
2206 1959
2207/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1963 * 0 otherwise
2211 */ 1964 */
2212static int 1965static int
2213player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2214{ 1967{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2219 */ 1971 */
2220 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2223 if (key) 1975 if (key)
2224 { 1976 {
2225 object *container = key->env; 1977 object *container = key->env;
2226 1978
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
2228 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2229 make_visible (op); 1982 make_visible (op);
1983
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2232 if (door->type == DOOR) 1987 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2237 { 1990 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2239 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1993 }
1994
2241 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2244 if (container != op) 1998 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2246 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2247 } 2002 }
2248 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2249 { 2004 {
2250 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2007 return 1;
2253 } 2008 }
2009
2254 return 0; 2010 return 0;
2255} 2011}
2256 2012
2257/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2015 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2016 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2017 * going to try and move (not fire weapons).
2262 */ 2018 */
2263
2264void 2019void
2265move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2266{ 2021{
2267 object *tmp, *mon; 2022 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2023 int on_battleground;
2270 maptile *m; 2024 maptile *m;
2271 2025
2272 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2274 2028
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2276 2030
2277 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2285 */ 2039 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2041 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2043 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2291 if (!m) 2045 if (!m)
2292 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2293 } 2047 }
2294 else 2048 else
2295 m = op->map; 2049 m = op->map;
2296 2050
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return; 2052 return;
2301 }
2302 2053
2303 mon = NULL; 2054 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2058 * on the space
2308 */ 2059 */
2309 while (tmp != NULL) 2060 while (tmp)
2310 { 2061 {
2311 if (tmp == op) 2062 if (tmp == op)
2312 { 2063 {
2313 tmp = tmp->above; 2064 tmp = tmp->above;
2314 continue; 2065 continue;
2324 mon = tmp; 2075 mon = tmp;
2325 2076
2326 tmp = tmp->above; 2077 tmp = tmp->above;
2327 } 2078 }
2328 2079
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2081 return; /* into a wall */
2331 2082
2332 if (mon->head != NULL) 2083 if (mon->head)
2333 mon = mon->head; 2084 mon = mon->head;
2334 2085
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2337 return; 2088 return;
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2111 {
2361 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2113 if (op->contr->braced)
2363 return; 2114 return;
2115
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2119 make_visible (op);
2120
2368 return; 2121 return;
2369 } 2122 }
2370 2123
2371 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2374 * attack them either. 2127 * attack them either.
2375 */ 2128 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2132 (op->contr->peaceful
2380 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2381 && mon->contr-> 2134 && mon->contr->
2382 peaceful)) && 2135 peaceful)) &&
2383#else 2136#else
2384 op->contr->peaceful && 2137 op->contr->peaceful &&
2385#endif 2138#endif
2386 !on_battleground)) 2139 !on_battleground))
2387 { 2140 {
2388 if (!op->contr->braced) 2141 if (!op->contr->braced)
2389 { 2142 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2392 } 2145 }
2393 else 2146 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2148
2397 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2150 make_visible (op);
2399 } 2151 }
2400 2152
2401 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2412 * 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
2413 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2414 * 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
2415 * 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.
2416 */ 2168 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((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)))
2420 { 2171 {
2421
2422 /* If the player hasn't hit something this tick, and does
2423 * so, give them speed boost based on weapon speed. Doing
2424 * it here is better than process_players2, which basically
2425 * incurred a 1 tick offset.
2426 */
2427 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2428 {
2429 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2173
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 }
2433
2434 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2435 2175
2436 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2179 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2182 {
2443 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2444 2184
2445 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2448 } 2188 }
2189
2449 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2450 make_visible (op); 2191 make_visible (op);
2451 } 2192 }
2452 } /* if player should attack something */ 2193 } /* if player should attack something */
2453} 2194}
2455int 2196int
2456move_player (object *op, int dir) 2197move_player (object *op, int dir)
2457{ 2198{
2458 int pick; 2199 int pick;
2459 2200
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2202 return 0;
2462 2203
2463 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2465 { 2206 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2208 return 0;
2468 } 2209 }
2469 2210
2470 /* peterm: added following line */ 2211 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2214
2474 op->facing = dir; 2215 op->facing = dir;
2475 2216
2476 if (op->hide) 2217 if (op->hide)
2477 do_hidden_move (op); 2218 do_hidden_move (op);
2488 2229
2489 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2231 * server can handle repeat firing.
2491 */ 2232 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2234 op->direction = dir;
2495 }
2496 else 2235 else
2497 {
2498 op->direction = 0; 2236 op->direction = 0;
2499 } 2237
2500 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2240 * for players.
2503 */ 2241 */
2504 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2513 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2514 */ 2252 */
2515int 2253int
2516handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2517{ 2255{
2518 if (op->contr->hidden)
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 }
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2257 {
2540 flee_player (op); 2258 flee_player (op);
2259
2541 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2543 { 2262 {
2544 op->speed_left--; 2263 --op->speed_left;
2545 return 0; 2264 return 0;
2546 } 2265 }
2547 } 2266 }
2548
2549 /* I've been seeing crashes where the golem has been destroyed, but
2550 * the player object still points to the defunct golem. The code that
2551 * destroys the golem looks correct, and it doesn't always happen, so
2552 * put this in a a workaround to clean up the golem pointer.
2553 */
2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2555 op->contr->ranges[range_golem] = 0;
2556 2267
2557 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2270 * called, so we recheck it here.
2560 */ 2271 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2563 ;
2564
2565 if (op->speed_left < 0)
2566 return 0; 2273 return 1;
2567 2274
2275 if (op->speed_left > 0.f)
2276 {
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2278 {
2570 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2280 --op->speed_left;
2572 2281
2573 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2576 */ 2285 */
2577 move_player (op, op->direction); 2286 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2287
2579 return 1; 2288 return op->speed_left > 0.f;
2580 else 2289 }
2581 return 0;
2582 } 2290 }
2583 2291
2584 return 0; 2292 return 0;
2585} 2293}
2586 2294
2606 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2607 2315
2608 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2609 op->stats.food = 999; 2317 op->stats.food = 999;
2610 2318
2611 fix_player (op); 2319 op->update_stats ();
2612 return 1; 2320 return 1;
2613 } 2321 }
2614 2322
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2332 * from.
2625 */ 2333 */
2626void 2334void
2627remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2628{ 2336{
2629 object *next;
2630
2631 while (op) 2337 while (op)
2632 { 2338 {
2633 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2340
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2342 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2644 } 2347 }
2645 else if (op->inv) 2348 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2647 2350
2648 op = next; 2351 op = next;
2649 } 2352 }
2650} 2353}
2651
2652 2354
2653/* 2355/*
2654 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2393 strcat (buf2, buf);
2692 2394
2693 return buf2; 2395 return buf2;
2694} 2396}
2695
2696
2697 2397
2698void 2398void
2699do_some_living (object *op) 2399do_some_living (object *op)
2700{ 2400{
2701 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2407 int rate_grace = 2000;
2708 const int max_hp = 1; 2408 const int max_hp = 1;
2709 const int max_sp = 1; 2409 const int max_sp = 1;
2710 const int max_grace = 1; 2410 const int max_grace = 1;
2711 2411
2712 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2713 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2718 2430
2719 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2720 { 2432 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2437 else
2727 { 2438 {
2728 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2441 }
2442
2731 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2445 else
2734 { 2446 {
2735 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2449 }
2450
2738 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2453 else
2741 { 2454 {
2742 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2457 }
2745 2458
2746 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2461 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2751 { 2464 {
2752 op->stats.sp++; 2465 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2473 op->stats.food = last_food;
2761 } 2474 }
2762 } 2475 }
2476
2763 if (max_sp > 1) 2477 if (max_sp > 1)
2764 { 2478 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2480 if (over_sp > 0)
2767 { 2481 {
2768 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2769 { 2483 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2487 op->stats.sp--;
2488
2773 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2775 } 2491 }
2776 op->last_sp = 0; 2492 op->last_sp = 0;
2777 } 2493 }
2778 else 2494 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2496 }
2783 else 2497 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2499 }
2788 2500
2789 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2792 { 2504 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2795 if (max_grace > 1) 2508 if (max_grace > 1)
2796 { 2509 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2511 if (over_grace > 0)
2799 { 2512 {
2827 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2542 op->stats.food = last_food;
2830 } 2543 }
2831 } 2544 }
2545
2832 if (max_hp > 1) 2546 if (max_hp > 1)
2833 { 2547 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2549 if (over_hp > 0)
2836 { 2550 {
2860 2574
2861 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2577 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2865 /* dms do not consume food */ 2580 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2582 op->stats.food--;
2868 } 2583 }
2869 }
2870 2584
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2586 {
2873 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2874 2588
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2590 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2598 break;
2885 } 2599 }
2886 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2887 flesh = tmp; 2601 flesh = tmp;
2888 } /* End if paid for object */ 2602 } /* End if paid for object */
2889 } /* end of for loop */ 2603 } /* end of for loop */
2604
2890 /* If player is still starving, it means they don't have any food, so 2605 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2606 * eat flesh instead.
2892 */ 2607 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2609 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2897 } 2612 }
2898 } /* end if player is starving */ 2613 }
2899 2614
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2902 2617
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2619 kill_player (op);
2620 }
2905} 2621}
2906
2907
2908 2622
2909/* If the player should die (lack of hp, food, etc), we call this. 2623/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2624 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2625 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2626 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2658
2945 /* restore player */ 2659 /* restore player */
2946 at = archetype::find ("poisoning"); 2660 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2662 {
2950 tmp->destroy (); 2663 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2665 }
2953 2666
2954 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2669 {
2958 tmp->destroy (); 2670 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2672 }
2961 2673
2963 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2677 op->stats.food = 999;
2966 2678
2967 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2681 {
2971 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2683 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2685 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2687 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2691 }
2982 2692
2983 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2695 op->contr->braced = 0;
2990 2700
2991 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2992 2702
2993 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2994 { 2704 {
2995 if (op->contr->explore)
2996 {
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2999 op->stats.food = 999;
3000 return;
3001 }
3002 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
3004 } 2707 }
3005 else 2708 else
3006 {
3007 if (op->contr->explore)
3008 {
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
3015 } 2710
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2712
3018 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3019 x = op->x; 2714 x = op->x;
3020 y = op->y; 2715 y = op->y;
3021 map = op->map; 2716 map = op->map;
3022 2717
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2719 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2720 * See the config.h file for a little more in depth detail about this.
3029 */ 2721 */
3030 2722
3031 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2725 * of death.
3034 */ 2726 */
3035#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3037 { 2729 {
3038 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2731 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2732 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2735 little bit harder. */
3044 /* GD */ 2736 /* GD */
3045 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2738 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2739 else
3051 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3052 num_stats_lose = 1; 2743 num_stats_lose = 1;
3053 } 2744
3054 lost_a_stat = 0; 2745 lost_a_stat = 0;
3055 2746
3056 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3057 { 2748 {
3058 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3059 2750
3060 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
2752 {
2753 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost.
2755 */
2756 change_attr_value (&(op->stats), i, -1);
2757 check_stat_bounds (&(op->stats));
2758 change_attr_value (&(op->contr->orig_stats), i, -1);
2759 check_stat_bounds (&(op->contr->orig_stats));
2760 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2761 lost_a_stat = 1;
2762 }
2763 else
2764 {
2765 /* deplete a stat */
2766 archetype *deparch = archetype::find ("depletion");
2767 object *dep;
2768
2769 dep = present_arch_in_ob (deparch, op);
2770 if (!dep)
3061 { 2771 {
3062 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3063 * what he lost. 2773 insert_ob_in_ob (dep, op);
3064 */
3065 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1;
3071 } 2774 }
3072 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3073 { 2777 {
3074 /* deplete a stat */ 2778 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3076 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3077 2781 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2782 {
3081 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3083 } 2785
3084 lose_this_stat = 1; 2786 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2787 if (keep_chance < 1)
2788 keep_chance = 1;
2789
2790 /* There is a maximum depletion total per level. */
2791 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2792 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2793 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2795 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2796 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2797 else
3126 if (this_stat >= -50)
3127 { 2798 {
3128 change_attr_value (&(dep->stats), i, -1); 2799 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2800 lose_this_stat = 0;
2801 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2802 this_stat, keep_chance, loss_chance,
2803 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2804 }
3134 } 2805 }
3135 } 2806 }
2807
2808 if (lose_this_stat)
2809 {
2810 this_stat = get_attr_value (&(dep->stats), i);
2811 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a
2815 * difference.
2816 */
2817 if (this_stat >= -50)
2818 {
2819 change_attr_value (&(dep->stats), i, -1);
2820 SET_FLAG (dep, FLAG_APPLIED);
2821 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2822 op->update_stats ();
2823 lost_a_stat = 1;
2824 }
3136 } 2825 }
2826 }
2827 }
3137 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2829 if (!lost_a_stat)
3139 { 2830 {
3140 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3143 2834
3144 if (god && (strcmp (god, "none"))) 2835 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2837 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2839 }
3149#else 2840#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2842#endif
3152 2843
3153 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2845 * exp loss on the stone.
3155 */ 2846 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2849 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2851 tmp->name_pl = buf;
3161 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); 2852 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);
3162 tmp->msg = buf; 2853 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2856
3166 /**************************************/ 2857 /**************************************/
3167 /* */ 2858 /* */
3168 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3171 /* */ 2862 /* */
3172 /**************************************/ 2863 /**************************************/
3173 2864
3174 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2866 /* restore player */
3176 at = archetype::find ("poisoning"); 2867 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
3178 2869
3179 if (tmp) 2870 if (tmp)
3180 { 2871 {
3181 tmp->destroy (); 2872 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2874 }
3184 2875
3185 at = archetype::find ("confusion"); 2876 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2878 if (tmp)
3188 { 2879 {
3189 tmp->destroy (); 2880 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2882 }
3192 2883
3193 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3194 2885
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3198 op->stats.food = 900; 2889 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2893
3203 /* 2894 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2895 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2896 * and put them back in the map.
3206 * in the map. 2897 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3211 2899
3212 /****************************************/ 2900 /****************************************/
3213 /* */ 2901 /* */
3214 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3216 /* */ 2904 /* */
3217 /****************************************/ 2905 /****************************************/
3218 2906
3219 enter_player_savebed (op); 2907 enter_player_savebed (op);
3220 2908
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2909 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2910
3227 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2914 * on the space that might harm the player.
3231 */ 2915 */
3232 will_kill_again = 0; 2916 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2917 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3236 2920
3237 if (will_kill_again) 2921 if (will_kill_again)
3238 { 2922 {
3239 object *force; 2923 object *force;
3240 int at; 2924 int at;
3241 2925
3242 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2928 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2933 force->resist[at] = 100;
3250 2934
3251 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3252 fix_player (op); 2936 op->update_stats ();
3253 2937
3254 } 2938 }
3255 2939
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2941}
3325
3326 2942
3327void 2943void
3328loot_object (object *op) 2944loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3331 2947
3332 if (op->container) 2948 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2949
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3338 { 2951 {
3339 next = tmp->below; 2952 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2953
2954 if (tmp->invisible)
3341 continue; 2955 continue;
2956
3342 tmp->remove (); 2957 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3344 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2962
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2964 {
3350 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3351 { 2966 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2968 tmp2->destroy ();
3364/* 2979/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2981 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2982 * was changed.
3368 */ 2983 */
3369
3370void 2984void
3371fix_weight (void) 2985fix_weight (void)
3372{ 2986{
3373 player *pl; 2987 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2988 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2990
3379 if (old == sum) 2991 if (old == sum)
3380 continue; 2992 continue;
3381 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2995 }
3384} 2996}
3385 2997
3386void 2998void
3387fix_luck (void) 2999fix_luck (void)
3388{ 3000{
3389 player *pl; 3001 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3394} 3004}
3395
3396 3005
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3400 */ 3009 */
3401
3402void 3010void
3403cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3404{ 3012{
3405 object *skop, *spob; 3013 object *skop, *spob;
3406 3014
3440 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3441 { 3049 {
3442 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3444 } 3052 }
3053
3445 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3446} 3055}
3447 3056
3448int 3057int
3449is_true_undead (object *op) 3058is_true_undead (object *op)
3450{ 3059{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3061 return 1;
3455 3062
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3063 return 0;
3462} 3064}
3463 3065
3464/* look at the surrounding terrain to determine 3066/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3067 * the hideability of this object. Positive levels
3521 3123
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3125
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3126 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3528 { 3129 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3131 make_visible (op);
3531 return; 3132 return;
3532 } 3133 }
3533 else 3134 else
3534 num += 20; 3135 num += 20;
3535 } 3136
3536 num += op->map->difficulty; 3137 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3139 num -= hide;
3140
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3142 {
3541 make_visible (op); 3143 make_visible (op);
3542 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3146 }
3545 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3149}
3550 3150
3551/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3552 3152
3553int 3153int
3580 if (mflags & P_OUT_OF_MAP) 3180 if (mflags & P_OUT_OF_MAP)
3581 continue; 3181 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3182 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3183 continue;
3584 3184
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3185 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3186 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3187 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3188 return 1;
3589 else if (tmp->type == PLAYER) 3189 else if (tmp->type == PLAYER)
3590 { 3190 {
3620 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3621 { 3221 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3223 return -1;
3624 } 3224 }
3225
3625 if (!pl || !op) 3226 if (!pl || !op)
3626 return 0; 3227 return 0;
3627 3228
3628 if (op->head)
3629 {
3630 op = op->head; 3229 op = op->head_ ();
3631 } 3230
3632 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3633 3232
3634 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3234 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3644 3243
3645 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3245 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3246 * for any meaningful values.
3648 */ 3247 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3251 return 1;
3653 op = op->more; 3252 op = op->more;
3654 } 3253 }
3655 return 0; 3254 return 0;
3656} 3255}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3353 int i = 0, j = 0;
3755 3354
3756 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3765 3364
3766 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3767 return; 3366 return;
3768 3367
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3369
3771 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3772 { 3371 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3373 return;
3775 } 3374 }
3776 3375
3842 { 3441 {
3843 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3443 object *skin;
3845 3444
3846 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3448 ;
3449
3848 if (skin == NULL) 3450 if (!skin)
3849 return; 3451 return;
3850 3452
3851 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3455 {
3898 * not readied. 3500 * not readied.
3899 */ 3501 */
3900void 3502void
3901player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3902{ 3504{
3903 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3904 3507
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3906 { 3509 pl->combat_ob = 0;
3510
3907 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3908 { 3512 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3513}
3514
3515sint8
3516player::visibility_at (maptile *map, int x, int y) const
3517{
3518 if (!ns)
3519 return 0;
3520
3521 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0;
3524
3525 x += dx - ns->current_x + ns->mapx / 2;
3526 y += dy - ns->current_y + ns->mapy / 2;
3527
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y];
3532}

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