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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 1.137 by root, Thu May 17 14:14:55 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} 150}
188 151
189int 152float
190playername_ok (const char *cp) 153player::weapon_speed () const
191{ 154{
192 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
296 157
297/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
298static void 159static void
299set_first_map (object *op) 160set_first_map (object *op)
300{ 161{
301 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
302 op->x = -1; 163 op->x = -1;
303 op->y = -1; 164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 175 ob->enter_exit (tmp);
305}
306 176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
307/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
309 * mode. 377 * mode.
310 */ 378 */
311 379player *
312int 380player::create ()
313add_player (client *ns)
314{ 381{
315 player *p = new player; 382 player *pl = new player;
316 383
317 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 385
320 p->next = first_player; 386 pl->ob->roll_stats ();
321 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
322 389
323 p = get_player (p);
324
325 set_first_map (p->ob); 390 set_first_map (pl->ob);
326 391
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 392 return pl;
335} 393}
336 394
337/* 395/*
338 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
364 422
365object * 423object *
366get_nearest_player (object *mon) 424get_nearest_player (object *mon)
367{ 425{
368 object *op = NULL; 426 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 427 objectlink *ol;
371 unsigned lastdist; 428 unsigned lastdist;
372 rv_vector rv; 429 rv_vector rv;
373 430
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 432 {
376 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 440 object *tmp = ol->ob;
384 441
385 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 443 * itself will have been cleared.
387 */ 444 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
389 ol = ol->next; 447 ol = ol->next;
390 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
391 if (!ol) 449 if (!ol)
392 return op; 450 return op;
393 } 451 }
406 { 464 {
407 op = ol->ob; 465 op = ol->ob;
408 lastdist = rv.distance; 466 lastdist = rv.distance;
409 } 467 }
410 } 468 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 469
412 { 470 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
417 { 473 {
418 op = pl->ob; 474 op = pl->ob;
419 lastdist = rv.distance; 475 lastdist = rv.distance;
420 } 476 }
421 } 477
422 }
423#if 0 478#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 480#endif
426 return op; 481 return op;
427} 482}
445 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 502 * is probably not a good thing.
448 */ 503 */
449#define MAX_SPACES 50 504#define MAX_SPACES 50
450
451 505
452/* 506/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 540 x = mon->x;
487 y = mon->y; 541 y = mon->y;
488 m = mon->map; 542 m = mon->map;
489 dir = rv.direction; 543 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
492 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 548 if (diff > max)
494 return 0; 549 return 0;
550
495 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
496 { 552 {
497 lastx = x; 553 lastx = x;
498 lasty = y; 554 lasty = y;
499 lastmap = m; 555 lastmap = m;
581 max--; 637 max--;
582 lastdir = dir; 638 lastdir = dir;
583 if (!firstdir) 639 if (!firstdir)
584 firstdir = dir; 640 firstdir = dir;
585 } 641 }
642
586 if (diff <= 1) 643 if (diff <= 1)
587 { 644 {
588 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 646 * headed toward player for entire distance.
590 */ 647 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 650 }
651
594 if (diff > max) 652 if (diff > max)
595 return 0; 653 return 0;
596 } 654 }
655
597 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
598 if (!max) 657 if (!max)
599 return 0; 658 return 0;
600 659
601 return firstdir; 660 return firstdir;
694 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
695 link_player_skills (pl); 754 link_player_skills (pl);
696} 755}
697 756
698void 757void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
783{ 759{
784 if (party == NULL) 760 if (party == NULL)
785 { 761 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 763 return;
788 } 764 }
765
789 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 770}
794
795 771
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 773static int
798roll_stat (void) 774roll_stat (void)
799{ 775{
800 int a[4], i, j, k; 776 int a[4], i, j, k;
801 777
802 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
804 780
805 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 782 if (a[i] < k)
807 k = a[i], j = i; 783 k = a[i], j = i;
808 784
809 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 786 if (i != j)
812 k += a[i]; 787 k += a[i];
813 } 788
814 return k; 789 return k;
815} 790}
816 791
817void 792void
818roll_stats (object *op) 793object::roll_stats ()
819{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
820 int sum = 0; 799 int sum = 0;
821 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
823 802
824 do 803 if (sum >= 82 && sum <= 116)
804 break;
825 { 805 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 806
837 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 809
846 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
847 do 811 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 812
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 813 stats.exp = 0;
882 op->stats.ac = 0; 814 stats.ac = 0;
883 815
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
892 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
893} 828}
894 829
895void 830void
896Roll_Again (object *op) 831object::swap_stats (int a, int b)
897{ 832{
898 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 834
903void 835 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
905{ 862{
906 signed char tmp;
907 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
908 864
909 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 869}
1024 870
1025/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1029 * not the class. 875 * not the class.
1030 */ 876 */
1031 877void
1032int 878player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 879{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 882
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 884 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1053 886
1054 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1056 889
1057 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1058 891
1059 if (op->msg) 892 if (ob->msg)
1060 op->msg = NULL; 893 ob->msg = 0;
1061 894
1062 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1063 * to save here. 896 * to save here.
1064 */ 897 */
898 {
899 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1067 903
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 904 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 907 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1076 fix_player (op); 909 ob->update_stats ();
1077 910
1078 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1079 * is one for this race 912 * is one for this race
1080 */ 913 */
1081 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1082 { 915 {
1083 object *tmp; 916 object *tmp;
1084 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1085 918
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 920 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1093 * default initial map */ 926 * default initial map */
1094 tmp->destroy (); 927 tmp->destroy ();
1095 } 928 }
1096 else 929 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
1098 932
1099 return 0; 933void
1100 } 934player::chargen_race_next ()
1101 935{
1102 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1104 */ 938 */
1105 939
1106 tmp_loop = 0; 940 do
1107 while (!tmp_loop)
1108 { 941 {
1109 shstr name = op->name; 942 shstr name = ob->name;
1110 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1111 944
1112 remove_statbonus (op); 945 ob->remove_statbonus ();
1113 op->remove (); 946 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 949 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1119 op->x = x; 952 ob->x = x;
1120 op->y = y; 953 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 957 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 958 }
959 while (!allowed_class (ob));
1127 960
1128 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 963 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 966 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 967}
1190 968
1191void 969void
1192flee_player (object *op) 970flee_player (object *op)
1193{ 971{
1223 { 1001 {
1224 op->enemy = NULL; 1002 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1004 return;
1227 } 1005 }
1006
1228 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1229 1008
1230 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1232 { 1011 {
1233 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1234 1013
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1015 return;
1238 }
1239 } 1016 }
1017
1240 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1020 op->enemy = NULL;
1243} 1021}
1244 1022
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1025 * stop.
1249 */ 1026 */
1250int 1027int
1251check_pick (object *op) 1028check_pick (object *op)
1252{ 1029{
1253 object *tmp, *next; 1030 object *tmp, *next;
1254 int stop = 0; 1031 int stop = 0;
1255 int j, k, wvratio; 1032 int wvratio;
1256 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1257 1034
1258 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1260 return 1; 1037 return 1;
1261 1038
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1109 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1114 }
1115
1366 /* philosophy: 1116 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1121 * example.
1372 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1375 * found object is returned.
1626 */ 1376 */
1627object * 1377object *
1628find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1629{ 1379{
1630 object *tmp = NULL; 1380 object *tmp = 0;
1631 1381
1632 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1636 return op; 1386 return op;
1387
1637 return tmp; 1388 return tmp;
1638} 1389}
1639 1390
1640/* 1391/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1396 */
1646
1647object * 1397object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1399{
1650 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1468 * op = the shooter
1719 * type = bow->race 1469 * type = bow->race
1720 * dir = fire direction 1470 * dir = fire direction
1721 */ 1471 */
1722
1723object * 1472object *
1724pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1725{ 1474{
1726 object *tmp = NULL; 1475 object *tmp = NULL;
1727 maptile *m; 1476 maptile *m;
1792 */ 1541 */
1793int 1542int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1544{
1796 object *left, *bow; 1545 object *left, *bow;
1797 int bowspeed, mflags; 1546 int mflags;
1798 maptile *m; 1547 maptile *m;
1799 1548
1800 if (!dir) 1549 if (!dir)
1801 { 1550 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1552 return 0;
1804 } 1553 }
1805 1554
1806 if (op->type == PLAYER) 1555 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1808 else 1557 else
1809 { 1558 {
1810 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1566 if (!bow)
1818 { 1567 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1569 return 0;
1821 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1822 } 1579 }
1823 1580
1824 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1825 { 1582 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1584 return 0;
1828 } 1585 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1586
1839 if (arrow == NULL) 1587 if (arrow == NULL)
1840 { 1588 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1590 {
1843 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1594 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1848 return 0; 1597 return 0;
1849 } 1598 }
1850 } 1599 }
1851 1600
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1623 return 0;
1875 } 1624 }
1876 1625
1877 arrow->set_owner (op); 1626 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1628 arrow->direction = dir;
1881 arrow->x = sx; 1629
1882 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1667
1884 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1885 { 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1919 } 1677 }
1920 else 1678 else
1921 { 1679 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1680 arrow->level = op->level;
1924 } 1681 arrow->stats.wc -= bow->magic;
1925 1682
1926 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1927 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1928 1688
1929 if (bow->slaying) 1689 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1691
1932 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1695
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1938 1698
1939 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1700 move_arrow (arrow);
1941 1701
1942 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1962{ 1722{
1963 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1964 1724
1965 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1966 { 1726 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1728 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1730 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1732 wcmod = -1;
1733
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1735 }
1975 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1976 { 1737 {
1977 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);
1981 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1743 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 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); 1745 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); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1747 }
1988 else 1748 else
1989 { 1749 {
1990 /* Simple case */ 1750 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1752 }
1753
1993 return ret; 1754 return ret;
1994} 1755}
1995
1996 1756
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1999 */ 1759 */
2000void 1760void
2001fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2002{ 1762{
2003 object *item; 1763 object *item = op->contr->ranged_ob;
2004 1764
2005 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2006 { 1766 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1768 return;
2009 } 1769 }
2010 1770
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1771 if (!item->inv)
2013 { 1772 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1774 return;
2016 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2017 if (item->type == WAND) 1780 if (item->type == WAND)
2018 { 1781 {
2019 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2020 { 1783 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 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)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2023 return; 1787 return;
2024 } 1788 }
2025 } 1789 }
2026 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2027 { 1791 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1793 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2031 if (item->type == ROD) 1796 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)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1798 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
2035 return; 1801 return;
2036 } 1802 }
2037 } 1803 }
2038 1804
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1813
2048 if (item->arch) 1814 if (item->arch)
2049 { 1815 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2052 item->speed = 0; 1818 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1819 }
1820
2055 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1823 }
2058 } 1824 }
2059 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1826 drain_rod_charge (item);
2062 }
2063 } 1827 }
2064} 1828}
2065 1829
2066/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2067 */ 1831 */
2072 1836
2073 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2075 make_visible (op); 1839 make_visible (op);
2076 1840
2077 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2078 { 1844 {
2079 case range_none: 1845 control_golem (op->contr->golem, dir);
2080 return; 1846 return;
1847 }
2081 1848
2082 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2083 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2084 return; 1861 break;
2085 1862
2086 case range_magic: /* Casting spells */ 1863 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1865 break;
2089 1866
2090 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2091 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2092 return; 1877 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1878 }
2120} 1879}
2121
2122
2123 1880
2124/* find_key 1881/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1886 * pl is the player,
2130 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2133 */ 1890 */
2134
2135object * 1891object *
2136find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2137{ 1893{
2138 object *tmp, *key; 1894 object *tmp, *key;
2139 1895
2140 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1897 if (!container->inv)
2142 return NULL; 1898 return 0;
2143 1899
2144 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1902 {
2147 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1904 break;
2149 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2151 */ 1907 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1909 break;
2154 } 1910 }
1911
2155 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1915 * a key, return
2159 */ 1916 */
2160 if (!tmp) 1917 if (!tmp)
2161 { 1918 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1920 {
2164 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1923 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2168 return key; 1925 return key;
2169 } 1926 }
2170 } 1927 }
1928
2171 if (!tmp) 1929 if (!tmp)
2172 return NULL; 1930 return NULL;
2173 } 1931 }
1932
2174 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
2176 */ 1935 */
2177 if (pl != container) 1936 if (pl != container)
2178 { 1937 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1960 return NULL;
2202 } 1961 }
2203 } 1962 }
1963
2204 return tmp; 1964 return tmp;
2205} 1965}
2206 1966
2207/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1970 * 0 otherwise
2211 */ 1971 */
2212static int 1972static int
2213player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2214{ 1974{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2219 */ 1978 */
2220 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2223 if (key) 1982 if (key)
2224 { 1983 {
2225 object *container = key->env; 1984 object *container = key->env;
2226 1985
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2228 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2229 make_visible (op); 1989 make_visible (op);
1990
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2232 if (door->type == DOOR) 1994 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2237 { 1997 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2240 } 2000 }
2001
2241 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2244 if (container != op) 2005 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2246 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2247 } 2009 }
2248 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2249 { 2011 {
2250 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2014 return 1;
2253 } 2015 }
2016
2254 return 0; 2017 return 0;
2255} 2018}
2256 2019
2257/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2262 */ 2025 */
2263
2264void 2026void
2265move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2266{ 2028{
2267 object *tmp, *mon; 2029 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2030 int on_battleground;
2270 maptile *m; 2031 maptile *m;
2271 2032
2272 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2274 2035
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2276 2037
2277 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * 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 2040 * 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 2041 * player. This is a pretty nasty hack, because if we could
2285 */ 2046 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2048 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2050 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2291 if (!m) 2052 if (!m)
2292 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2293 } 2054 }
2294 else 2055 else
2295 m = op->map; 2056 m = op->map;
2296 2057
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 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; 2059 return;
2301 }
2302 2060
2303 mon = NULL; 2061 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* 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. 2063 * 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 2064 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2065 * on the space
2308 */ 2066 */
2309 while (tmp != NULL) 2067 while (tmp)
2310 { 2068 {
2311 if (tmp == op) 2069 if (tmp == op)
2312 { 2070 {
2313 tmp = tmp->above; 2071 tmp = tmp->above;
2314 continue; 2072 continue;
2324 mon = tmp; 2082 mon = tmp;
2325 2083
2326 tmp = tmp->above; 2084 tmp = tmp->above;
2327 } 2085 }
2328 2086
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2088 return; /* into a wall */
2331 2089
2332 if (mon->head != NULL) 2090 if (mon->head)
2333 mon = mon->head; 2091 mon = mon->head;
2334 2092
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2337 return; 2095 return;
2346 2104
2347 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2350 */ 2108 */
2351 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2112 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2114 {
2361 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2116 if (op->contr->braced)
2363 return; 2117 return;
2118
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2122 make_visible (op);
2123
2368 return; 2124 return;
2369 } 2125 }
2370 2126
2371 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2130 * attack them either.
2375 */ 2131 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2134 && ((op->contr->peaceful
2379 (op->contr->peaceful 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2136 && !on_battleground))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2137 {
2388 if (!op->contr->braced) 2138 if (!op->contr->braced)
2389 { 2139 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2392 } 2142 }
2393 else 2143 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2145
2397 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2147 make_visible (op);
2399 } 2148 }
2400 2149
2401 /* If the object is a boulder or other rollable object, then 2150 /* 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 2161 * 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: 2162 * 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 2163 * 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. 2164 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2165 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 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))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2168 {
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) 2169 if (!op->contr->has_hit)
2428 { 2170 {
2171 op->contr->has_hit = 1;
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2430
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2173 }
2433 2174
2434 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2435 2176
2436 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2178 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2179 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2180 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2183 {
2443 short luck = mon->stats.luck; 2184 short luck = mon->stats.luck;
2444 2185
2445 mon->contr->has_hit = 1; 2186 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2187 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2188 mon->stats.luck = luck;
2448 } 2189 }
2190
2449 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2450 make_visible (op); 2192 make_visible (op);
2451 } 2193 }
2452 } /* if player should attack something */ 2194 } /* if player should attack something */
2453} 2195}
2455int 2197int
2456move_player (object *op, int dir) 2198move_player (object *op, int dir)
2457{ 2199{
2458 int pick; 2200 int pick;
2459 2201
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2203 return 0;
2462 2204
2463 /* Sanity check: make sure dir is valid */ 2205 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2206 if ((dir < 0) || (dir >= 9))
2465 { 2207 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2209 return 0;
2468 } 2210 }
2469 2211
2470 /* peterm: added following line */ 2212 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2215
2474 op->facing = dir; 2216 op->facing = dir;
2475 2217
2476 if (op->hide) 2218 if (op->hide)
2477 do_hidden_move (op); 2219 do_hidden_move (op);
2488 2230
2489 /* Add special check for newcs players and fire on - this way, the 2231 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2232 * server can handle repeat firing.
2491 */ 2233 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2235 op->direction = dir;
2495 }
2496 else 2236 else
2497 {
2498 op->direction = 0; 2237 op->direction = 0;
2499 } 2238
2500 /* Update how the player looks. Use the facing, so direction may 2239 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2240 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2241 * for players.
2503 */ 2242 */
2504 animate_object (op, op->facing); 2243 animate_object (op, op->facing);
2513 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2514 */ 2253 */
2515int 2254int
2516handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2517{ 2256{
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)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2258 {
2540 flee_player (op); 2259 flee_player (op);
2260
2541 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2543 { 2263 {
2544 op->speed_left--; 2264 --op->speed_left;
2545 return 0; 2265 return 0;
2546 } 2266 }
2547 } 2267 }
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 2268
2557 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2271 * called, so we recheck it here.
2560 */ 2272 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2273 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; 2274 return 1;
2567 2275
2276 if (op->speed_left > 0.f)
2277 {
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2279 {
2570 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2281 --op->speed_left;
2572 2282
2573 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2576 */ 2286 */
2577 move_player (op, op->direction); 2287 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2288
2579 return 1; 2289 return op->speed_left > 0.f;
2580 else 2290 }
2581 return 0;
2582 } 2291 }
2583 2292
2584 return 0; 2293 return 0;
2585} 2294}
2586 2295
2606 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2607 2316
2608 if (op->stats.food < 0) 2317 if (op->stats.food < 0)
2609 op->stats.food = 999; 2318 op->stats.food = 999;
2610 2319
2611 fix_player (op); 2320 op->update_stats ();
2612 return 1; 2321 return 1;
2613 } 2322 }
2614 2323
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2333 * from.
2625 */ 2334 */
2626void 2335void
2627remove_unpaid_objects (object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2628{ 2337{
2629 object *next;
2630
2631 while (op) 2338 while (op)
2632 { 2339 {
2633 next = op->below; /* Make sure we have a good value, in case 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2341
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2343 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2346
2347 op->insert_at (env);
2644 } 2348 }
2645 else if (op->inv) 2349 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2350 remove_unpaid_objects (op->inv, env);
2647 2351
2648 op = next; 2352 op = next;
2649 } 2353 }
2650} 2354}
2651
2652 2355
2653/* 2356/*
2654 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2394 strcat (buf2, buf);
2692 2395
2693 return buf2; 2396 return buf2;
2694} 2397}
2695
2696
2697 2398
2698void 2399void
2699do_some_living (object *op) 2400do_some_living (object *op)
2700{ 2401{
2701 int last_food = op->stats.food; 2402 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2408 int rate_grace = 2000;
2708 const int max_hp = 1; 2409 const int max_hp = 1;
2709 const int max_sp = 1; 2410 const int max_sp = 1;
2710 const int max_grace = 1; 2411 const int max_grace = 1;
2711 2412
2712 if (op->contr->outputs_sync) 2413 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 } 2414 {
2415 op->invisible = 1000;
2416 /* the socket code flashes the player visible/invisible
2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2422 }
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424 {
2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2430 }
2718 2431
2719 if (op->contr->state == ST_PLAYING) 2432 if (op->contr->ns->state == ST_PLAYING)
2720 { 2433 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2435 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2436 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2438 else
2727 { 2439 {
2728 gen_hp = op->stats.maxhp; 2440 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2442 }
2443
2731 if (op->contr->gen_sp >= 0) 2444 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2446 else
2734 { 2447 {
2735 gen_sp = op->stats.maxsp; 2448 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2450 }
2451
2738 if (op->contr->gen_grace >= 0) 2452 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2454 else
2741 { 2455 {
2742 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2458 }
2745 2459
2746 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2462 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2463 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) 2464 if (op->stats.sp < op->stats.maxsp)
2751 { 2465 {
2752 op->stats.sp++; 2466 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2472 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2474 op->stats.food = last_food;
2761 } 2475 }
2762 } 2476 }
2477
2763 if (max_sp > 1) 2478 if (max_sp > 1)
2764 { 2479 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2480 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2481 if (over_sp > 0)
2767 { 2482 {
2768 if (op->stats.sp < op->stats.maxsp) 2483 if (op->stats.sp < op->stats.maxsp)
2769 { 2484 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2488 op->stats.sp--;
2489
2773 if (op->stats.sp > op->stats.maxsp) 2490 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2491 op->stats.sp = op->stats.maxsp;
2775 } 2492 }
2776 op->last_sp = 0; 2493 op->last_sp = 0;
2777 } 2494 }
2778 else 2495 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2497 }
2783 else 2498 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2500 }
2788 2501
2789 /* Regenerate Grace */ 2502 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2504 if (--op->last_grace < 0)
2792 { 2505 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2506 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2795 if (max_grace > 1) 2509 if (max_grace > 1)
2796 { 2510 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2512 if (over_grace > 0)
2799 { 2513 {
2827 op->stats.food += op->contr->digestion; 2541 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2543 op->stats.food = last_food;
2830 } 2544 }
2831 } 2545 }
2546
2832 if (max_hp > 1) 2547 if (max_hp > 1)
2833 { 2548 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2550 if (over_hp > 0)
2836 { 2551 {
2849 } 2564 }
2850 2565
2851 /* Digestion */ 2566 /* Digestion */
2852 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2853 { 2568 {
2854#ifdef COZY_SERVER
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2857#else
2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2570
2861 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2573 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2865 /* dms do not consume food */ 2576 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2578 op->stats.food--;
2868 } 2579 }
2869 }
2870 2580
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2582 {
2873 object *tmp, *flesh = NULL; 2583 object *tmp, *flesh = 0;
2874 2584
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2586 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2588 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2592 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2594 break;
2885 } 2595 }
2886 else if (tmp->type == FLESH) 2596 else if (tmp->type == FLESH)
2887 flesh = tmp; 2597 flesh = tmp;
2888 } /* End if paid for object */ 2598 } /* End if paid for object */
2889 } /* end of for loop */ 2599 } /* end of for loop */
2600
2890 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2602 * eat flesh instead.
2892 */ 2603 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2605 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2607 manual_apply (op, flesh, 0);
2897 } 2608 }
2898 } /* end if player is starving */ 2609 }
2899 2610
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2902 2613
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2615 kill_player (op);
2616 }
2905} 2617}
2906
2907
2908 2618
2909/* If the player should die (lack of hp, food, etc), we call this. 2619/* 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 2620 * 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 2621 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2622 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2652 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..."); 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2654
2945 /* restore player */ 2655 /* restore player */
2946 at = archetype::find ("poisoning"); 2656 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2658 {
2950 tmp->destroy (); 2659 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2661 }
2953 2662
2954 at = archetype::find ("confusion"); 2663 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2665 {
2958 tmp->destroy (); 2666 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2668 }
2961 2669
2963 op->stats.hp = op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2672 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2673 op->stats.food = 999;
2966 2674
2967 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2677 {
2971 sprintf (buf, "%s's finger", &op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2679 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " 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); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2683 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2687 }
2982 2688
2983 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2691 op->contr->braced = 0;
2990 2696
2991 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2992 2698
2993 if (op->stats.food < 0) 2699 if (op->stats.food < 0)
2994 { 2700 {
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); 2701 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2702 strcpy (op->contr->killer, "starvation");
3004 } 2703 }
3005 else 2704 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); 2705 sprintf (buf, "%s died.", &op->name);
3015 } 2706
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2708
3018 /* save the map location for corpse, gravestone */ 2709 /* save the map location for corpse, gravestone */
3019 x = op->x; 2710 x = op->x;
3020 y = op->y; 2711 y = op->y;
3021 map = op->map; 2712 map = op->map;
3022 2713
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2715 * 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. 2716 * See the config.h file for a little more in depth detail about this.
3029 */ 2717 */
3030 2718
3031 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2721 * of death.
3034 */ 2722 */
3035#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2724 if (settings.balanced_stat_loss)
3037 { 2725 {
3038 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2728 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2731 little bit harder. */
3044 /* GD */ 2732 /* GD */
3045 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2734 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2735 else
3051 { 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
3052 num_stats_lose = 1; 2739 num_stats_lose = 1;
3053 } 2740
3054 lost_a_stat = 0; 2741 lost_a_stat = 0;
3055 2742
3056 for (z = 0; z < num_stats_lose; z++) 2743 for (z = 0; z < num_stats_lose; z++)
3057 { 2744 {
3058 i = RANDOM () % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
3059 2746
3060 if (settings.stat_loss_on_death) 2747 if (settings.stat_loss_on_death)
3061 { 2748 {
3062 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2750 * what he lost.
3064 */ 2751 */
3065 change_attr_value (&(op->stats), i, -1); 2752 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2753 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2757 lost_a_stat = 1;
2758 }
2759 else
2760 {
2761 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion");
2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2767 {
2768 dep = arch_to_object (deparch);
2769 insert_ob_in_ob (dep, op);
3071 } 2770 }
3072 else 2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
3073 { 2773 {
3074 /* deplete a stat */ 2774 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2775 /* Get the stat that we're about to deplete. */
3076 object *dep; 2776 this_stat = get_attr_value (&(dep->stats), i);
3077 2777 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2778 {
3081 dep = arch_to_object (deparch); 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2780 int keep_chance = this_stat * this_stat;
3083 } 2781
3084 lose_this_stat = 1; 2782 /* 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) 2783 if (keep_chance < 1)
2784 keep_chance = 1;
2785
2786 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2788 {
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; 2789 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2791 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 } 2792 }
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 */ 2793 else
3126 if (this_stat >= -50)
3127 { 2794 {
3128 change_attr_value (&(dep->stats), i, -1); 2795 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; 2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2800 }
3134 } 2801 }
3135 } 2802 }
2803
2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2814 {
2815 change_attr_value (&(dep->stats), i, -1);
2816 SET_FLAG (dep, FLAG_APPLIED);
2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2818 op->update_stats ();
2819 lost_a_stat = 1;
2820 }
3136 } 2821 }
2822 }
2823 }
3137 /* If no stat lost, tell the player. */ 2824 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2825 if (!lost_a_stat)
3139 { 2826 {
3140 /* determine_god() seems to not work sometimes... why is this? 2827 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2828 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2829 const char *god = determine_god (op);
3143 2830
3144 if (god && (strcmp (god, "none"))) 2831 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); 2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2833 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2835 }
3149#else 2836#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2838#endif
3152 2839
3153 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2841 * exp loss on the stone.
3155 */ 2842 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2845 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2847 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); 2848 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; 2849 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2850 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2852
3166 /**************************************/ 2853 /**************************************/
3167 /* */ 2854 /* */
3168 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
3171 /* */ 2858 /* */
3172 /**************************************/ 2859 /**************************************/
3173 2860
3174 /* remove any poisoning and confusion the character may be suffering. */ 2861 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2862 /* restore player */
3176 at = archetype::find ("poisoning"); 2863 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2864 tmp = present_arch_in_ob (at, op);
3178 2865
3179 if (tmp) 2866 if (tmp)
3180 { 2867 {
3181 tmp->destroy (); 2868 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2870 }
3184 2871
3185 at = archetype::find ("confusion"); 2872 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2874 if (tmp)
3188 { 2875 {
3189 tmp->destroy (); 2876 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2878 }
3192 2879
3193 cure_disease (op, 0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
3194 2881
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2883 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2884 if (op->stats.food < 100)
3198 op->stats.food = 900; 2885 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2889
3203 /* 2890 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2891 * 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 2892 * and put them back in the map.
3206 * in the map. 2893 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
3211 2895
3212 /****************************************/ 2896 /****************************************/
3213 /* */ 2897 /* */
3214 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
3216 /* */ 2900 /* */
3217 /****************************************/ 2901 /****************************************/
3218 2902
3219 enter_player_savebed (op); 2903 enter_player_savebed (op);
3220 2904
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2905 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2906
3227 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2910 * on the space that might harm the player.
3231 */ 2911 */
3232 will_kill_again = 0; 2912 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
3236 2916
3237 if (will_kill_again) 2917 if (will_kill_again)
3238 { 2918 {
3239 object *force; 2919 object *force;
3240 int at; 2920 int at;
3241 2921
3242 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2924 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2929 force->resist[at] = 100;
3250 2930
3251 insert_ob_in_ob (force, op); 2931 insert_ob_in_ob (force, op);
3252 fix_player (op); 2932 op->update_stats ();
3253 2933
3254 } 2934 }
3255 2935
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2936 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} 2937}
3325
3326 2938
3327void 2939void
3328loot_object (object *op) 2940loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
3331 2943
3332 if (op->container) 2944 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2945
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
3338 { 2947 {
3339 next = tmp->below; 2948 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2949
2950 if (tmp->invisible)
3341 continue; 2951 continue;
2952
3342 tmp->remove (); 2953 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
3344 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2958
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2960 {
3350 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
3351 { 2962 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2964 tmp2->destroy ();
3364/* 2975/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2978 * was changed.
3368 */ 2979 */
3369
3370void 2980void
3371fix_weight (void) 2981fix_weight (void)
3372{ 2982{
3373 player *pl; 2983 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2984 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2986
3379 if (old == sum) 2987 if (old == sum)
3380 continue; 2988 continue;
3381 fix_player (pl->ob); 2989 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2991 }
3384} 2992}
3385 2993
3386void 2994void
3387fix_luck (void) 2995fix_luck (void)
3388{ 2996{
3389 player *pl; 2997 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2999 pl->ob->change_luck (0);
3394} 3000}
3395
3396 3001
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3400 */ 3005 */
3401
3402void 3006void
3403cast_dust (object *op, object *throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3404{ 3008{
3405 object *skop, *spob; 3009 object *skop, *spob;
3406 3010
3440 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3441 { 3045 {
3442 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3444 } 3048 }
3049
3445 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3446} 3051}
3447 3052
3448int 3053int
3449is_true_undead (object *op) 3054is_true_undead (object *op)
3450{ 3055{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3057 return 1;
3455 3058
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; 3059 return 0;
3462} 3060}
3463 3061
3464/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3521 3119
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3121
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3123 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3124 if (!skop || num >= skop->level)
3528 { 3125 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3127 make_visible (op);
3531 return; 3128 return;
3532 } 3129 }
3533 else 3130 else
3534 num += 20; 3131 num += 20;
3535 } 3132
3536 num += op->map->difficulty; 3133 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3135 num -= hide;
3136
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3138 {
3541 make_visible (op); 3139 make_visible (op);
3542 if (op->type == PLAYER) 3140 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3142 }
3545 else if (op->type == PLAYER && skop) 3143 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3145}
3550 3146
3551/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3552 3148
3553int 3149int
3580 if (mflags & P_OUT_OF_MAP) 3176 if (mflags & P_OUT_OF_MAP)
3581 continue; 3177 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3179 continue;
3584 3180
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3182 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3184 return 1;
3589 else if (tmp->type == PLAYER) 3185 else if (tmp->type == PLAYER)
3590 { 3186 {
3620 if (pl->type != PLAYER) 3216 if (pl->type != PLAYER)
3621 { 3217 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3219 return -1;
3624 } 3220 }
3221
3625 if (!pl || !op) 3222 if (!pl || !op)
3626 return 0; 3223 return 0;
3627 3224
3628 if (op->head)
3629 {
3630 op = op->head; 3225 op = op->head_ ();
3631 } 3226
3632 get_rangevector (pl, op, &rv, 0x1); 3227 get_rangevector (pl, op, &rv, 0x1);
3633 3228
3634 /* starting with the 'head' part, lets loop 3229 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3230 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3231 * part that is in the los array but isnt on
3644 3239
3645 /* only the viewable area the player sees is updated by LOS 3240 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3241 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3242 * for any meaningful values.
3648 */ 3243 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3247 return 1;
3653 op = op->more; 3248 op = op->more;
3654 } 3249 }
3655 return 0; 3250 return 0;
3656} 3251}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3349 int i = 0, j = 0;
3755 3350
3756 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3765 3360
3766 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3767 return; 3362 return;
3768 3363
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3365
3771 if (tr == NULL || tr->item == NULL) 3366 if (!tr || !tr->item)
3772 { 3367 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3369 return;
3775 } 3370 }
3776 3371
3842 { 3437 {
3843 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3439 object *skin;
3845 3440
3846 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3442 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); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3444 ;
3445
3848 if (skin == NULL) 3446 if (!skin)
3849 return; 3447 return;
3850 3448
3851 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3451 {
3898 * not readied. 3496 * not readied.
3899 */ 3497 */
3900void 3498void
3901player_unready_range_ob (player *pl, object *ob) 3499player_unready_range_ob (player *pl, object *ob)
3902{ 3500{
3903 rangetype i; 3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3904 3503
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3504 if (pl->combat_ob == ob)
3906 { 3505 pl->combat_ob = 0;
3506
3907 if (pl->ranges[i] == ob) 3507 if (pl->ranged_ob == ob)
3908 { 3508 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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