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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 1.140 by root, Fri May 18 13:15:29 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case SKILL:
278 ob->flag [FLAG_APPLIED] = false;
279 break;
280
281 case WAND:
282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
291 }
292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats ();
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->reset_stats ();
321 ns->pl = 0;
322 ns = 0;
323 }
324
325 if (ob)
326 ob->close_container (); //TODO: client-specific
327
328 deactivate ();
329}
330
331// the need for this function can be explained
332// by load_object not returning the object
333void
334player::set_object (object *op)
335{
336 ob = op;
337 ob->contr = this; /* this aren't yet in archetype */
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 4;
350 outputs_count = 4;
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 bowtype = bow_normal;
357 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers;
360 peaceful = 1; /* default peaceful */
361 do_los = 1;
362}
363
364void
365player::do_destroy ()
366{
367 disconnect ();
368
369 attachable::do_destroy ();
370
371 if (ob)
372 {
373 ob->destroy_inv (false);
374 ob->destroy ();
375 }
376}
377
378player::~player ()
379{
380 /* Clear item stack */
381 free (stack_items);
382}
383
307/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
309 * mode. 386 * mode.
310 */ 387 */
311 388player *
312int 389player::create ()
313add_player (client *ns)
314{ 390{
315 player *p = new player; 391 player *pl = new player;
316 392
317 p->socket = ns; 393 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 394
320 p->next = first_player; 395 pl->ob->roll_stats ();
321 first_player = p; 396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
322 398
323 p = get_player (p);
324
325 set_first_map (p->ob); 399 set_first_map (pl->ob);
326 400
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; 401 return pl;
335} 402}
336 403
337/* 404/*
338 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
364 431
365object * 432object *
366get_nearest_player (object *mon) 433get_nearest_player (object *mon)
367{ 434{
368 object *op = NULL; 435 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 436 objectlink *ol;
371 unsigned lastdist; 437 unsigned lastdist;
372 rv_vector rv; 438 rv_vector rv;
373 439
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 441 {
376 /* We should not find free objects on this friendly list, but it 442 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 443 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 444 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 445 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 449 object *tmp = ol->ob;
384 450
385 /* Can't do much more other than log the fact, because the object 451 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 452 * itself will have been cleared.
387 */ 453 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
389 ol = ol->next; 456 ol = ol->next;
390 remove_friendly_object (tmp); 457 remove_friendly_object (tmp);
391 if (!ol) 458 if (!ol)
392 return op; 459 return op;
393 } 460 }
406 { 473 {
407 op = ol->ob; 474 op = ol->ob;
408 lastdist = rv.distance; 475 lastdist = rv.distance;
409 } 476 }
410 } 477 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 478
412 { 479 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
417 { 482 {
418 op = pl->ob; 483 op = pl->ob;
419 lastdist = rv.distance; 484 lastdist = rv.distance;
420 } 485 }
421 } 486
422 }
423#if 0 487#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 489#endif
426 return op; 490 return op;
427} 491}
445 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 511 * is probably not a good thing.
448 */ 512 */
449#define MAX_SPACES 50 513#define MAX_SPACES 50
450
451 514
452/* 515/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 549 x = mon->x;
487 y = mon->y; 550 y = mon->y;
488 m = mon->map; 551 m = mon->map;
489 dir = rv.direction; 552 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 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); 554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555
492 /* If we can't solve it within the search distance, return now. */ 556 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 557 if (diff > max)
494 return 0; 558 return 0;
559
495 while (diff > 1 && max > 0) 560 while (diff > 1 && max > 0)
496 { 561 {
497 lastx = x; 562 lastx = x;
498 lasty = y; 563 lasty = y;
499 lastmap = m; 564 lastmap = m;
581 max--; 646 max--;
582 lastdir = dir; 647 lastdir = dir;
583 if (!firstdir) 648 if (!firstdir)
584 firstdir = dir; 649 firstdir = dir;
585 } 650 }
651
586 if (diff <= 1) 652 if (diff <= 1)
587 { 653 {
588 /* Recalculate diff (distance) because we may not have actually 654 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 655 * headed toward player for entire distance.
590 */ 656 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 657 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); 658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 659 }
660
594 if (diff > max) 661 if (diff > max)
595 return 0; 662 return 0;
596 } 663 }
664
597 /* If we reached the max, didn't find a direction in time */ 665 /* If we reached the max, didn't find a direction in time */
598 if (!max) 666 if (!max)
599 return 0; 667 return 0;
600 668
601 return firstdir; 669 return firstdir;
694 /* Need to set up the skill pointers */ 762 /* Need to set up the skill pointers */
695 link_player_skills (pl); 763 link_player_skills (pl);
696} 764}
697 765
698void 766void
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) 767get_party_password (object *op, partylist *party)
783{ 768{
784 if (party == NULL) 769 if (party == NULL)
785 { 770 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 771 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 772 return;
788 } 773 }
774
789 op->contr->write_buf[0] = '\0'; 775 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 776 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 777 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 778 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 779}
794
795 780
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 781/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 782static int
798roll_stat (void) 783roll_stat (void)
799{ 784{
800 int a[4], i, j, k; 785 int a[4], i, j, k;
801 786
802 for (i = 0; i < 4; i++) 787 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 788 a[i] = (int) rndm (6) + 1;
804 789
805 for (i = 0, j = 0, k = 7; i < 4; i++) 790 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 791 if (a[i] < k)
807 k = a[i], j = i; 792 k = a[i], j = i;
808 793
809 for (i = 0, k = 0; i < 4; i++) 794 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 795 if (i != j)
812 k += a[i]; 796 k += a[i];
813 } 797
814 return k; 798 return k;
815} 799}
816 800
817void 801void
818roll_stats (object *op) 802object::roll_stats ()
819{ 803{
804 int statsort [NUM_STATS];
805
806 for (;;)
807 {
820 int sum = 0; 808 int sum = 0;
821 int i = 0, j = 0; 809 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 810 sum += statsort [i] = roll_stat ();
823 811
824 do 812 if (sum >= 82 && sum <= 116)
813 break;
825 { 814 }
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);
836 815
837 /* Sort the stats so that rerolling is easier... */ 816 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 817 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;
845 818
846 /* a quick and dirty bubblesort? */ 819 for (int i = 0; i < NUM_STATS; ++i)
847 do 820 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);
862 821
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; 822 stats.exp = 0;
882 op->stats.ac = 0; 823 stats.ac = 0;
883 824
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; 825 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
892 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
893} 837}
894 838
895void 839void
896Roll_Again (object *op) 840object::swap_stats (int a, int b)
897{ 841{
898 esrv_new_player (op->contr, 0); 842 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}
902 843
903void 844 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 845 stats.stat (i) = contr->orig_stats.stat (i);
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
905{ 871{
906 signed char tmp;
907 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
908 873
909 if (op->contr->Swap_First == -1) 874 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); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 876 //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); 877 //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} 878}
1024 879
1025/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1029 * not the class. 884 * not the class.
1030 */ 885 */
1031 886void
1032int 887player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 888{
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 */ 889 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 891
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 892 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 893 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 894 create_treasure (tl, ob, 0, 0, 0);
1053 895
1054 INVOKE_PLAYER (BIRTH, op->contr); 896 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 897 INVOKE_PLAYER (LOGIN, ob->contr);
1056 898
1057 op->contr->state = ST_PLAYING; 899 ob->contr->ns->state = ST_PLAYING;
1058 900
1059 if (op->msg) 901 if (ob->msg)
1060 op->msg = NULL; 902 ob->msg = 0;
1061 903
1062 /* We create this now because some of the unique maps will need it 904 /* We create this now because some of the unique maps will need it
1063 * to save here. 905 * to save here.
1064 */ 906 */
907 {
908 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 910 make_path_to_file (buf);
911 }
1067 912
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 913 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 914 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 915 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 916 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 917 esrv_send_inventory (ob, ob);
1076 fix_player (op); 918 ob->update_stats ();
1077 919
1078 /* This moves the player to a different start map, if there 920 /* This moves the player to a different start map, if there
1079 * is one for this race 921 * is one for this race
1080 */ 922 */
1081 if (*first_map_ext_path) 923 if (*first_map_ext_path)
1082 { 924 {
1083 object *tmp; 925 object *tmp;
1084 char mapname[MAX_BUF]; 926 char mapname[MAX_BUF];
1085 927
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 929 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 930 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 931 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 932 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 934 * if the map isn't there, then stay on the
1093 * default initial map */ 935 * default initial map */
1094 tmp->destroy (); 936 tmp->destroy ();
1095 } 937 }
1096 else 938 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 939 LOG (llevDebug, "first_map_ext_path not set\n");
940}
1098 941
1099 return 0; 942void
1100 } 943player::chargen_race_next ()
1101 944{
1102 /* Following actually changes the race - this is the default command 945 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 946 * if we don't match with one of the options above.
1104 */ 947 */
1105 948
1106 tmp_loop = 0; 949 do
1107 while (!tmp_loop)
1108 { 950 {
1109 shstr name = op->name; 951 shstr name = ob->name;
1110 int x = op->x, y = op->y; 952 int x = ob->x, y = ob->y;
1111 953
1112 remove_statbonus (op); 954 ob->remove_statbonus ();
1113 op->remove (); 955 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 956 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 957 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 958 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 959 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 960 ob->name = ob->name_pl = name;
1119 op->x = x; 961 ob->x = x;
1120 op->y = y; 962 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 963 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 964 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 965 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 966 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 967 }
968 while (!allowed_class (ob));
1127 969
1128 update_object (op, UP_OBJ_FACE); 970 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 971 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 972 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 973 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 974 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 975 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} 976}
1190 977
1191void 978void
1192flee_player (object *op) 979flee_player (object *op)
1193{ 980{
1223 { 1010 {
1224 op->enemy = NULL; 1011 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1013 return;
1227 } 1014 }
1015
1228 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1229 1017
1230 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1232 { 1020 {
1233 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1234 1022
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1024 return;
1238 }
1239 } 1025 }
1026
1240 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1029 op->enemy = NULL;
1243} 1030}
1244 1031
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* 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 1033 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1034 * stop.
1249 */ 1035 */
1250int 1036int
1251check_pick (object *op) 1037check_pick (object *op)
1252{ 1038{
1253 object *tmp, *next; 1039 object *tmp, *next;
1254 int stop = 0; 1040 int stop = 0;
1255 int j, k, wvratio; 1041 int wvratio;
1256 char putstring[128], tmpstr[16]; 1042 char putstring[128];
1257 1043
1258 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1260 return 1; 1046 return 1;
1261 1047
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1118 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 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)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 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 } 1123 }
1124
1366 /* philosophy: 1125 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1126 * 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 1127 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1130 * example.
1372 * The drawback: right now it has no frontend, so you need to 1131 * 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 1132 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1384 * found object is returned.
1626 */ 1385 */
1627object * 1386object *
1628find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1629{ 1388{
1630 object *tmp = NULL; 1389 object *tmp = 0;
1631 1390
1632 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1636 return op; 1395 return op;
1396
1637 return tmp; 1397 return tmp;
1638} 1398}
1639 1399
1640/* 1400/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * 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 1402 * 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 1403 * 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. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1405 */
1646
1647object * 1406object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1408{
1650 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1477 * op = the shooter
1719 * type = bow->race 1478 * type = bow->race
1720 * dir = fire direction 1479 * dir = fire direction
1721 */ 1480 */
1722
1723object * 1481object *
1724pick_arrow_target (object *op, const char *type, int dir) 1482pick_arrow_target (object *op, const char *type, int dir)
1725{ 1483{
1726 object *tmp = NULL; 1484 object *tmp = NULL;
1727 maptile *m; 1485 maptile *m;
1792 */ 1550 */
1793int 1551int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1552fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1553{
1796 object *left, *bow; 1554 object *left, *bow;
1797 int bowspeed, mflags; 1555 int mflags;
1798 maptile *m; 1556 maptile *m;
1799 1557
1800 if (!dir) 1558 if (!dir)
1801 { 1559 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1561 return 0;
1804 } 1562 }
1805 1563
1806 if (op->type == PLAYER) 1564 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1565 bow = op->current_weapon;
1808 else 1566 else
1809 { 1567 {
1810 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* 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. 1570 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1575 if (!bow)
1818 { 1576 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1578 return 0;
1821 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1822 } 1588 }
1823 1589
1824 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1825 { 1591 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1593 return 0;
1828 } 1594 }
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 1595
1839 if (arrow == NULL) 1596 if (arrow == NULL)
1840 { 1597 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1599 {
1843 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1601 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 */ 1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1603 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1848 return 0; 1606 return 0;
1849 } 1607 }
1850 } 1608 }
1851 1609
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1632 return 0;
1875 } 1633 }
1876 1634
1877 arrow->set_owner (op); 1635 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1636 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1637 arrow->direction = dir;
1881 arrow->x = sx; 1638
1882 arrow->y = sy; 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642
1643 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying);
1645
1646 if (player *pl = op->contr)
1647 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp;
1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663#endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1668 /* update the speed */
1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1670 + bow->stats.dam / 7.0;
1671
1672 arrow->set_speed (max (arrow->speed, 2.0));
1673 arrow->speed_left = 0;
1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1676
1884 if (op->type == PLAYER) 1677 if (op->type == PLAYER)
1885 { 1678 {
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; 1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1680 wc -= dex_bonus[op->stats.Dex];
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1919 } 1686 }
1920 else 1687 else
1921 { 1688 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1689 arrow->level = op->level;
1924 } 1690 arrow->stats.wc -= bow->magic;
1925 1691
1926 if (arrow->attacktype == AT_PHYSICAL) 1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1927 arrow->attacktype |= bow->attacktype; 1695 arrow->attacktype |= bow->attacktype;
1696 }
1928 1697
1929 if (bow->slaying) 1698 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1700
1932 arrow->map = m; 1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1704
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1938 1707
1939 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1709 move_arrow (arrow);
1941 1710
1942 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1962{ 1731{
1963 int ret = 0, wcmod = 0; 1732 int ret = 0, wcmod = 0;
1964 1733
1965 if (op->contr->bowtype == bow_bestarrow) 1734 if (op->contr->bowtype == bow_bestarrow)
1966 { 1735 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1737 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1739 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1741 wcmod = -1;
1742
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1744 }
1975 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1976 { 1746 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1751 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1752 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 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); 1754 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); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1756 }
1988 else 1757 else
1989 { 1758 {
1990 /* Simple case */ 1759 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1761 }
1762
1993 return ret; 1763 return ret;
1994} 1764}
1995
1996 1765
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1766/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1767 * Broken apart from 'fire' to keep it more readable.
1999 */ 1768 */
2000void 1769void
2001fire_misc_object (object *op, int dir) 1770fire_misc_object (object *op, int dir)
2002{ 1771{
2003 object *item; 1772 object *item = op->contr->ranged_ob;
2004 1773
2005 if (!op->contr->ranges[range_misc]) 1774 if (!item)
2006 { 1775 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1777 return;
2009 } 1778 }
2010 1779
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1780 if (!item->inv)
2013 { 1781 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1783 return;
2016 } 1784 }
1785
1786 if (!op->change_weapon (item))
1787 return;
1788
2017 if (item->type == WAND) 1789 if (item->type == WAND)
2018 { 1790 {
2019 if (item->stats.food <= 0) 1791 if (item->stats.food <= 0)
2020 { 1792 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 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)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
2023 return; 1796 return;
2024 } 1797 }
2025 } 1798 }
2026 else if (item->type == ROD || item->type == HORN) 1799 else if (item->type == ROD || item->type == HORN)
2027 { 1800 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1802 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
2031 if (item->type == ROD) 1805 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)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1807 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1808 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1809
2035 return; 1810 return;
2036 } 1811 }
2037 } 1812 }
2038 1813
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1814 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1822
2048 if (item->arch) 1823 if (item->arch)
2049 { 1824 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1825 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1826 item->face = item->arch->clone.face;
2052 item->speed = 0; 1827 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1828 }
1829
2055 if ((tmp = is_player_inv (item))) 1830 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1831 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1832 }
2058 } 1833 }
2059 else if (item->type == ROD || item->type == HORN) 1834 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1835 drain_rod_charge (item);
2062 }
2063 } 1836 }
2064} 1837}
2065 1838
2066/* Received a fire command for the player - go and do it. 1839/* Received a fire command for the player - go and do it.
2067 */ 1840 */
2072 1845
2073 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1847 if (action_makes_visible (op))
2075 make_visible (op); 1848 make_visible (op);
2076 1849
2077 switch (op->contr->shoottype) 1850 player *pl = op->contr;
1851
1852 if (pl->golem)
2078 { 1853 {
2079 case range_none: 1854 control_golem (op->contr->golem, dir);
2080 return; 1855 return;
1856 }
2081 1857
2082 case range_bow: 1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type)
1867 {
1868 case BOW:
2083 player_fire_bow (op, dir); 1869 player_fire_bow (op, dir);
2084 return; 1870 break;
2085 1871
2086 case range_magic: /* Casting spells */ 1872 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1874 break;
2089 1875
2090 case range_misc: 1876 case BUILDER:
1877 apply_map_builder (op, dir);
1878 break;
1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1883
1884 default:
2091 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
2092 return; 1886 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 } 1887 }
2120} 1888}
2121
2122
2123 1889
2124/* find_key 1890/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1891 * 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 1892 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1895 * pl is the player,
2130 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2133 */ 1899 */
2134
2135object * 1900object *
2136find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2137{ 1902{
2138 object *tmp, *key; 1903 object *tmp, *key;
2139 1904
2140 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1906 if (!container->inv)
2142 return NULL; 1907 return 0;
2143 1908
2144 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1911 {
2147 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1913 break;
2149 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2151 */ 1916 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1918 break;
2154 } 1919 }
1920
2155 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1922 /* 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 1923 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1924 * a key, return
2159 */ 1925 */
2160 if (!tmp) 1926 if (!tmp)
2161 { 1927 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1929 {
2164 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1932 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2168 return key; 1934 return key;
2169 } 1935 }
2170 } 1936 }
1937
2171 if (!tmp) 1938 if (!tmp)
2172 return NULL; 1939 return NULL;
2173 } 1940 }
1941
2174 /* We get down here if we have found a key. Now if its in a container, 1942 /* 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 1943 * see if we actually want to use it
2176 */ 1944 */
2177 if (pl != container) 1945 if (pl != container)
2178 { 1946 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 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)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1969 return NULL;
2202 } 1970 }
2203 } 1971 }
1972
2204 return tmp; 1973 return tmp;
2205} 1974}
2206 1975
2207/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1979 * 0 otherwise
2211 */ 1980 */
2212static int 1981static int
2213player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2214{ 1983{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* 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 - 1985 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2219 */ 1987 */
2220 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2223 if (key) 1991 if (key)
2224 { 1992 {
2225 object *container = key->env; 1993 object *container = key->env;
2226 1994
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2228 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2229 make_visible (op); 1998 make_visible (op);
1999
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2232 if (door->type == DOOR) 2003 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2237 { 2006 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 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 ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2240 } 2009 }
2010
2241 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2244 if (container != op) 2014 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2246 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2247 } 2018 }
2248 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2249 { 2020 {
2250 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2023 return 1;
2253 } 2024 }
2025
2254 return 0; 2026 return 0;
2255} 2027}
2256 2028
2257/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2262 */ 2034 */
2263
2264void 2035void
2265move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2266{ 2037{
2267 object *tmp, *mon; 2038 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2039 int on_battleground;
2270 maptile *m; 2040 maptile *m;
2271 2041
2272 nx = freearr_x[dir] + op->x; 2042 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2043 sint16 ny = freearr_y[dir] + op->y;
2274 2044
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2276 2046
2277 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * player. This is a pretty nasty hack, because if we could
2285 */ 2055 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2057 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2059 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2060 m = op->map->xy_find (nx, ny);
2291 if (!m) 2061 if (!m)
2292 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2293 } 2063 }
2294 else 2064 else
2295 m = op->map; 2065 m = op->map;
2296 2066
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 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; 2068 return;
2301 }
2302 2069
2303 mon = NULL; 2070 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2071 /* 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. 2072 * 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 2073 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2074 * on the space
2308 */ 2075 */
2309 while (tmp != NULL) 2076 while (tmp)
2310 { 2077 {
2311 if (tmp == op) 2078 if (tmp == op)
2312 { 2079 {
2313 tmp = tmp->above; 2080 tmp = tmp->above;
2314 continue; 2081 continue;
2324 mon = tmp; 2091 mon = tmp;
2325 2092
2326 tmp = tmp->above; 2093 tmp = tmp->above;
2327 } 2094 }
2328 2095
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2096 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2097 return; /* into a wall */
2331 2098
2332 if (mon->head != NULL) 2099 if (mon->head)
2333 mon = mon->head; 2100 mon = mon->head;
2334 2101
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2103 if (player_attack_door (op, mon))
2337 return; 2104 return;
2346 2113
2347 /* If the creature is a pet, push it even if the player is not 2114 /* 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 2115 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2116 * player owns it and it is either friendly or unagressive.
2350 */ 2117 */
2351 if ((op->type == PLAYER) 2118 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2119 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2120 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2121 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2123 {
2361 /* If we're braced, we don't want to switch places with it */ 2124 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2125 if (op->contr->braced)
2363 return; 2126 return;
2127
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2130 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2131 make_visible (op);
2132
2368 return; 2133 return;
2369 } 2134 }
2370 2135
2371 /* in certain circumstances, you shouldn't attack friendly 2136 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2137 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2138 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2139 * attack them either.
2375 */ 2140 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2141 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2143 && ((op->contr->peaceful
2379 (op->contr->peaceful 2144 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2145 && !on_battleground))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2146 {
2388 if (!op->contr->braced) 2147 if (!op->contr->braced)
2389 { 2148 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2150 push_ob (mon, dir, op);
2392 } 2151 }
2393 else 2152 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2153 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2154
2397 if (op->contr->tmp_invis || op->hide) 2155 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2156 make_visible (op);
2399 } 2157 }
2400 2158
2401 /* If the object is a boulder or other rollable object, then 2159 /* 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 2170 * 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: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2174 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 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))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2177 {
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) 2178 if (!op->contr->has_hit)
2428 { 2179 {
2180 op->contr->has_hit = 1;
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2181 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 } 2182 }
2433 2183
2434 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2435 2185
2436 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2189 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2192 {
2443 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2444 2194
2445 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2448 } 2198 }
2199
2449 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2450 make_visible (op); 2201 make_visible (op);
2451 } 2202 }
2452 } /* if player should attack something */ 2203 } /* if player should attack something */
2453} 2204}
2455int 2206int
2456move_player (object *op, int dir) 2207move_player (object *op, int dir)
2457{ 2208{
2458 int pick; 2209 int pick;
2459 2210
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2212 return 0;
2462 2213
2463 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2465 { 2216 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2218 return 0;
2468 } 2219 }
2469 2220
2470 /* peterm: added following line */ 2221 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2224
2474 op->facing = dir; 2225 op->facing = dir;
2475 2226
2476 if (op->hide) 2227 if (op->hide)
2477 do_hidden_move (op); 2228 do_hidden_move (op);
2488 2239
2489 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2241 * server can handle repeat firing.
2491 */ 2242 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2244 op->direction = dir;
2495 }
2496 else 2245 else
2497 {
2498 op->direction = 0; 2246 op->direction = 0;
2499 } 2247
2500 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2250 * for players.
2503 */ 2251 */
2504 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2513 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2514 */ 2262 */
2515int 2263int
2516handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2517{ 2265{
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)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2267 {
2540 flee_player (op); 2268 flee_player (op);
2269
2541 /* If player is still scared, that is his action for this tick */ 2270 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED)) 2271 if (op->flag [FLAG_SCARED])
2543 { 2272 {
2544 op->speed_left--; 2273 --op->speed_left;
2545 return 0; 2274 return 0;
2546 } 2275 }
2547 } 2276 }
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 2277
2557 /* call this here - we also will call this in do_ericserver, but 2278 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2279 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2280 * called, so we recheck it here.
2560 */ 2281 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2282 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; 2283 return 1;
2567 2284
2285 if (op->speed_left > 0.f)
2286 {
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2288 {
2570 /* All move commands take 1 tick, at least for now */ 2289 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2290 --op->speed_left;
2572 2291
2573 /* Instead of all the stuff below, let move_player take care 2292 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2293 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2294 * there, as well as the confusion stuff.
2576 */ 2295 */
2577 move_player (op, op->direction); 2296 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2297
2579 return 1; 2298 return op->speed_left > 0.f;
2580 else 2299 }
2581 return 0;
2582 } 2300 }
2583 2301
2584 return 0; 2302 return 0;
2585} 2303}
2586 2304
2606 op->stats.hp = op->stats.maxhp; 2324 op->stats.hp = op->stats.maxhp;
2607 2325
2608 if (op->stats.food < 0) 2326 if (op->stats.food < 0)
2609 op->stats.food = 999; 2327 op->stats.food = 999;
2610 2328
2611 fix_player (op); 2329 op->update_stats ();
2612 return 1; 2330 return 1;
2613 } 2331 }
2614 2332
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2333 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2334 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2342 * from.
2625 */ 2343 */
2626void 2344void
2627remove_unpaid_objects (object *op, object *env) 2345remove_unpaid_objects (object *op, object *env)
2628{ 2346{
2629 object *next;
2630
2631 while (op) 2347 while (op)
2632 { 2348 {
2633 next = op->below; /* Make sure we have a good value, in case 2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2350
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2352 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2353 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2354 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2355
2356 op->insert_at (env);
2644 } 2357 }
2645 else if (op->inv) 2358 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2359 remove_unpaid_objects (op->inv, env);
2647 2360
2648 op = next; 2361 op = next;
2649 } 2362 }
2650} 2363}
2651
2652 2364
2653/* 2365/*
2654 * Returns pointer a static string containing gravestone text 2366 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2367 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2368 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2403 strcat (buf2, buf);
2692 2404
2693 return buf2; 2405 return buf2;
2694} 2406}
2695
2696
2697 2407
2698void 2408void
2699do_some_living (object *op) 2409do_some_living (object *op)
2700{ 2410{
2701 int last_food = op->stats.food; 2411 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2417 int rate_grace = 2000;
2708 const int max_hp = 1; 2418 const int max_hp = 1;
2709 const int max_sp = 1; 2419 const int max_sp = 1;
2710 const int max_grace = 1; 2420 const int max_grace = 1;
2711 2421
2712 if (op->contr->outputs_sync) 2422 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 } 2423 {
2424 op->invisible = 1000;
2425 /* the socket code flashes the player visible/invisible
2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2431 }
2432 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433 {
2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2439 }
2718 2440
2719 if (op->contr->state == ST_PLAYING) 2441 if (op->contr->ns->state == ST_PLAYING)
2720 { 2442 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2443 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2444 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2445 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2446 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2447 else
2727 { 2448 {
2728 gen_hp = op->stats.maxhp; 2449 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2450 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2451 }
2452
2731 if (op->contr->gen_sp >= 0) 2453 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2454 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2455 else
2734 { 2456 {
2735 gen_sp = op->stats.maxsp; 2457 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2458 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2459 }
2460
2738 if (op->contr->gen_grace >= 0) 2461 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2463 else
2741 { 2464 {
2742 gen_grace = op->stats.maxgrace; 2465 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2467 }
2745 2468
2746 /* Regenerate Spell Points */ 2469 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2470 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2471 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2472 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) 2473 if (op->stats.sp < op->stats.maxsp)
2751 { 2474 {
2752 op->stats.sp++; 2475 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2483 op->stats.food = last_food;
2761 } 2484 }
2762 } 2485 }
2486
2763 if (max_sp > 1) 2487 if (max_sp > 1)
2764 { 2488 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2489 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2490 if (over_sp > 0)
2767 { 2491 {
2768 if (op->stats.sp < op->stats.maxsp) 2492 if (op->stats.sp < op->stats.maxsp)
2769 { 2493 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2497 op->stats.sp--;
2498
2773 if (op->stats.sp > op->stats.maxsp) 2499 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2500 op->stats.sp = op->stats.maxsp;
2775 } 2501 }
2776 op->last_sp = 0; 2502 op->last_sp = 0;
2777 } 2503 }
2778 else 2504 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2506 }
2783 else 2507 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2509 }
2788 2510
2789 /* Regenerate Grace */ 2511 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2512 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2513 if (--op->last_grace < 0)
2792 { 2514 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2515 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2516 op->stats.grace++; /* no penalty in food for regaining grace */
2517
2795 if (max_grace > 1) 2518 if (max_grace > 1)
2796 { 2519 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2520 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2521 if (over_grace > 0)
2799 { 2522 {
2827 op->stats.food += op->contr->digestion; 2550 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2551 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2552 op->stats.food = last_food;
2830 } 2553 }
2831 } 2554 }
2555
2832 if (max_hp > 1) 2556 if (max_hp > 1)
2833 { 2557 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2559 if (over_hp > 0)
2836 { 2560 {
2849 } 2573 }
2850 2574
2851 /* Digestion */ 2575 /* Digestion */
2852 if (--op->last_eat < 0) 2576 if (--op->last_eat < 0)
2853 { 2577 {
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; 2578 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2579
2861 if (op->contr->gen_hp > 0) 2580 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2582 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584
2865 /* dms do not consume food */ 2585 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2586 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2587 op->stats.food--;
2868 } 2588 }
2869 }
2870 2589
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2591 {
2873 object *tmp, *flesh = NULL; 2592 object *tmp, *flesh = 0;
2874 2593
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2594 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2595 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2596 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2597 {
2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2601 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2602 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2603 break;
2885 } 2604 }
2886 else if (tmp->type == FLESH) 2605 else if (tmp->type == FLESH)
2887 flesh = tmp; 2606 flesh = tmp;
2888 } /* End if paid for object */ 2607 } /* End if paid for object */
2889 } /* end of for loop */ 2608 } /* end of for loop */
2609
2890 /* If player is still starving, it means they don't have any food, so 2610 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2611 * eat flesh instead.
2892 */ 2612 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2614 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2616 manual_apply (op, flesh, 0);
2897 } 2617 }
2898 } /* end if player is starving */ 2618 }
2899 2619
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2620 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2621 op->stats.food++, op->stats.hp--;
2902 2622
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2624 kill_player (op);
2625 }
2905} 2626}
2906
2907
2908 2627
2909/* If the player should die (lack of hp, food, etc), we call this. 2628/* 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 2629 * 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 2630 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2631 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2661 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..."); 2662 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2663
2945 /* restore player */ 2664 /* restore player */
2946 at = archetype::find ("poisoning"); 2665 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2666 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2667 {
2950 tmp->destroy (); 2668 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2669 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2670 }
2953 2671
2954 at = archetype::find ("confusion"); 2672 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2673 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2674 {
2958 tmp->destroy (); 2675 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2677 }
2961 2678
2963 op->stats.hp = op->stats.maxhp; 2680 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2681 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2682 op->stats.food = 999;
2966 2683
2967 /* create a bodypart-trophy to make the winner happy */ 2684 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2685 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2686 {
2971 sprintf (buf, "%s's finger", &op->name); 2687 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2688 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2689 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2690 " 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); 2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2692 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2693 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2694 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2695 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2696 }
2982 2697
2983 /* teleport defeated player to new destination */ 2698 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2699 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2700 op->contr->braced = 0;
2990 2705
2991 command_kill_pets (op, 0); 2706 command_kill_pets (op, 0);
2992 2707
2993 if (op->stats.food < 0) 2708 if (op->stats.food < 0)
2994 { 2709 {
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); 2710 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2711 strcpy (op->contr->killer, "starvation");
3004 } 2712 }
3005 else 2713 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); 2714 sprintf (buf, "%s died.", &op->name);
3015 } 2715
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2717
3018 /* save the map location for corpse, gravestone */ 2718 /* save the map location for corpse, gravestone */
3019 x = op->x; 2719 x = op->x;
3020 y = op->y; 2720 y = op->y;
3021 map = op->map; 2721 map = op->map;
3022 2722
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2723 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2724 * 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. 2725 * See the config.h file for a little more in depth detail about this.
3029 */ 2726 */
3030 2727
3031 /* Basically two ways to go - remove a stat permanently, or just 2728 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2729 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2730 * of death.
3034 */ 2731 */
3035#ifndef COZY_SERVER 2732#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2733 if (settings.balanced_stat_loss)
3037 { 2734 {
3038 /* If stat loss is permanent, lose one stat only. */ 2735 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2736 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2737 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2738 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2739 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2740 little bit harder. */
3044 /* GD */ 2741 /* GD */
3045 if (settings.stat_loss_on_death) 2742 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2743 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2744 else
3051 { 2745 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2746 }
2747 else
3052 num_stats_lose = 1; 2748 num_stats_lose = 1;
3053 } 2749
3054 lost_a_stat = 0; 2750 lost_a_stat = 0;
3055 2751
3056 for (z = 0; z < num_stats_lose; z++) 2752 for (z = 0; z < num_stats_lose; z++)
3057 { 2753 {
3058 i = RANDOM () % NUM_STATS; 2754 i = RANDOM () % NUM_STATS;
3059 2755
3060 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3061 { 2757 {
3062 /* Pick a random stat and take a point off it. Tell the player 2758 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2759 * what he lost.
3064 */ 2760 */
3065 change_attr_value (&(op->stats), i, -1); 2761 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2762 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2763 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2764 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2765 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2766 lost_a_stat = 1;
2767 }
2768 else
2769 {
2770 /* deplete a stat */
2771 archetype *deparch = archetype::find ("depletion");
2772 object *dep;
2773
2774 dep = present_arch_in_ob (deparch, op);
2775 if (!dep)
2776 {
2777 dep = arch_to_object (deparch);
2778 insert_ob_in_ob (dep, op);
3071 } 2779 }
3072 else 2780 lose_this_stat = 1;
2781 if (settings.balanced_stat_loss)
3073 { 2782 {
3074 /* deplete a stat */ 2783 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2784 /* Get the stat that we're about to deplete. */
3076 object *dep; 2785 this_stat = get_attr_value (&(dep->stats), i);
3077 2786 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2787 {
3081 dep = arch_to_object (deparch); 2788 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2789 int keep_chance = this_stat * this_stat;
3083 } 2790
3084 lose_this_stat = 1; 2791 /* 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) 2792 if (keep_chance < 1)
2793 keep_chance = 1;
2794
2795 /* There is a maximum depletion total per level. */
2796 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2797 {
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; 2798 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2799 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2800 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 } 2801 }
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 */ 2802 else
3126 if (this_stat >= -50)
3127 { 2803 {
3128 change_attr_value (&(dep->stats), i, -1); 2804 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; 2805 lose_this_stat = 0;
2806 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807 this_stat, keep_chance, loss_chance,
2808 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2809 }
3134 } 2810 }
3135 } 2811 }
2812
2813 if (lose_this_stat)
2814 {
2815 this_stat = get_attr_value (&(dep->stats), i);
2816 /* We could try to do something clever like find another
2817 * stat to reduce if this fails. But chances are, if
2818 * stats have been depleted to -50, all are pretty low
2819 * and should be roughly the same, so it shouldn't make a
2820 * difference.
2821 */
2822 if (this_stat >= -50)
2823 {
2824 change_attr_value (&(dep->stats), i, -1);
2825 SET_FLAG (dep, FLAG_APPLIED);
2826 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2827 op->update_stats ();
2828 lost_a_stat = 1;
2829 }
3136 } 2830 }
2831 }
2832 }
3137 /* If no stat lost, tell the player. */ 2833 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2834 if (!lost_a_stat)
3139 { 2835 {
3140 /* determine_god() seems to not work sometimes... why is this? 2836 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2837 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2838 const char *god = determine_god (op);
3143 2839
3144 if (god && (strcmp (god, "none"))) 2840 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); 2841 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2842 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2843 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2844 }
3149#else 2845#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2847#endif
3152 2848
3153 /* Put a gravestone up where the character 'almost' died. List the 2849 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2850 * exp loss on the stone.
3155 */ 2851 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2852 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2853 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2854 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2855 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2856 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); 2857 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; 2858 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2859 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2860 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2861
3166 /**************************************/ 2862 /**************************************/
3167 /* */ 2863 /* */
3168 /* Subtract the experience points, */ 2864 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2865 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2866 /* food, and reset HP's... */
3171 /* */ 2867 /* */
3172 /**************************************/ 2868 /**************************************/
3173 2869
3174 /* remove any poisoning and confusion the character may be suffering. */ 2870 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2871 /* restore player */
3176 at = archetype::find ("poisoning"); 2872 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3178 2874
3179 if (tmp) 2875 if (tmp)
3180 { 2876 {
3181 tmp->destroy (); 2877 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2879 }
3184 2880
3185 at = archetype::find ("confusion"); 2881 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2882 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2883 if (tmp)
3188 { 2884 {
3189 tmp->destroy (); 2885 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2887 }
3192 2888
3193 cure_disease (op, 0); /* remove any disease */ 2889 cure_disease (op, 0); /* remove any disease */
3194 2890
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2891 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2892 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2893 if (op->stats.food < 100)
3198 op->stats.food = 900; 2894 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2895 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2898
3203 /* 2899 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2900 * 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 2901 * and put them back in the map.
3206 * in the map. 2902 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2903 remove_unpaid_objects (op->inv, op);
3211 2904
3212 /****************************************/ 2905 /****************************************/
3213 /* */ 2906 /* */
3214 /* Move player to his current respawn- */ 2907 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2908 /* position (usually last savebed) */
3216 /* */ 2909 /* */
3217 /****************************************/ 2910 /****************************************/
3218 2911
3219 enter_player_savebed (op); 2912 enter_player_savebed (op);
3220 2913
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2914 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2915
3227 /* it is possible that the player has blown something up 2916 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2917 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2918 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2919 * on the space that might harm the player.
3231 */ 2920 */
3232 will_kill_again = 0; 2921 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2922 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2923 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2924 will_kill_again |= tmp->attacktype;
3236 2925
3237 if (will_kill_again) 2926 if (will_kill_again)
3238 { 2927 {
3239 object *force; 2928 object *force;
3240 int at; 2929 int at;
3241 2930
3242 force = get_archetype (FORCE_NAME); 2931 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2932 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2933 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2934 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2935 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2936 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2937 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2938 force->resist[at] = 100;
3250 2939
3251 insert_ob_in_ob (force, op); 2940 insert_ob_in_ob (force, op);
3252 fix_player (op); 2941 op->update_stats ();
3253 2942
3254 } 2943 }
3255 2944
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2945 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} 2946}
3325
3326 2947
3327void 2948void
3328loot_object (object *op) 2949loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2950{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2951 object *tmp, *tmp2, *next;
3331 2952
3332 if (op->container) 2953 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2954
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2955 for (tmp = op->inv; tmp; tmp = next)
3338 { 2956 {
3339 next = tmp->below; 2957 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2958
2959 if (tmp->invisible)
3341 continue; 2960 continue;
2961
3342 tmp->remove (); 2962 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2963 tmp->x = op->x, tmp->y = op->y;
2964
3344 if (tmp->type == CONTAINER) 2965 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2966 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2967
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2969 {
3350 if (tmp->nrof > 1) 2970 if (tmp->nrof > 1)
3351 { 2971 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2973 tmp2->destroy ();
3364/* 2984/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2985 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2986 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2987 * was changed.
3368 */ 2988 */
3369
3370void 2989void
3371fix_weight (void) 2990fix_weight (void)
3372{ 2991{
3373 player *pl; 2992 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2993 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2995
3379 if (old == sum) 2996 if (old == sum)
3380 continue; 2997 continue;
3381 fix_player (pl->ob); 2998 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2999 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3000 }
3384} 3001}
3385 3002
3386void 3003void
3387fix_luck (void) 3004fix_luck (void)
3388{ 3005{
3389 player *pl; 3006 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3007 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3008 pl->ob->change_luck (0);
3394} 3009}
3395
3396 3010
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3011/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3012 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3013 * just treat this as any other spell casting object.
3400 */ 3014 */
3401
3402void 3015void
3403cast_dust (object *op, object *throw_ob, int dir) 3016cast_dust (object *op, object *throw_ob, int dir)
3404{ 3017{
3405 object *skop, *spob; 3018 object *skop, *spob;
3406 3019
3440 if (op->type == PLAYER) 3053 if (op->type == PLAYER)
3441 { 3054 {
3442 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3056 op->contr->invis_race = 0;
3444 } 3057 }
3058
3445 update_object (op, UP_OBJ_FACE); 3059 update_object (op, UP_OBJ_CHANGE);
3446} 3060}
3447 3061
3448int 3062int
3449is_true_undead (object *op) 3063is_true_undead (object *op)
3450{ 3064{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3066 return 1;
3455 3067
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; 3068 return 0;
3462} 3069}
3463 3070
3464/* look at the surrounding terrain to determine 3071/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3072 * the hideability of this object. Positive levels
3521 3128
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3129 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3130
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3131 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3132 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3133 if (!skop || num >= skop->level)
3528 { 3134 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3135 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3136 make_visible (op);
3531 return; 3137 return;
3532 } 3138 }
3533 else 3139 else
3534 num += 20; 3140 num += 20;
3535 } 3141
3536 num += op->map->difficulty; 3142 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3143 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3144 num -= hide;
3145
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3147 {
3541 make_visible (op); 3148 make_visible (op);
3542 if (op->type == PLAYER) 3149 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3151 }
3545 else if (op->type == PLAYER && skop) 3152 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3153 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3154}
3550 3155
3551/* determine if who is standing near a hostile creature. */ 3156/* determine if who is standing near a hostile creature. */
3552 3157
3553int 3158int
3580 if (mflags & P_OUT_OF_MAP) 3185 if (mflags & P_OUT_OF_MAP)
3581 continue; 3186 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3187 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3188 continue;
3584 3189
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3190 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3191 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3192 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3193 return 1;
3589 else if (tmp->type == PLAYER) 3194 else if (tmp->type == PLAYER)
3590 { 3195 {
3620 if (pl->type != PLAYER) 3225 if (pl->type != PLAYER)
3621 { 3226 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3227 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3228 return -1;
3624 } 3229 }
3230
3625 if (!pl || !op) 3231 if (!pl || !op)
3626 return 0; 3232 return 0;
3627 3233
3628 if (op->head)
3629 {
3630 op = op->head; 3234 op = op->head_ ();
3631 } 3235
3632 get_rangevector (pl, op, &rv, 0x1); 3236 get_rangevector (pl, op, &rv, 0x1);
3633 3237
3634 /* starting with the 'head' part, lets loop 3238 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3239 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3240 * part that is in the los array but isnt on
3644 3248
3645 /* only the viewable area the player sees is updated by LOS 3249 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3250 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3251 * for any meaningful values.
3648 */ 3252 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3254 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3255 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3256 return 1;
3653 op = op->more; 3257 op = op->more;
3654 } 3258 }
3655 return 0; 3259 return 0;
3656} 3260}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3357 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3358 int i = 0, j = 0;
3755 3359
3756 /* get the appropriate treasurelist */ 3360 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3361 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3362 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3363 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3364 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3365 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3366 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3367 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3368 trlist = treasurelist::find ("dragon_ability_poison");
3765 3369
3766 if (trlist == NULL || who->type != PLAYER) 3370 if (trlist == NULL || who->type != PLAYER)
3767 return; 3371 return;
3768 3372
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3374
3771 if (tr == NULL || tr->item == NULL) 3375 if (!tr || !tr->item)
3772 { 3376 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3378 return;
3775 } 3379 }
3776 3380
3842 { 3446 {
3843 /* forces in the treasurelist can alter the player's stats */ 3447 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3448 object *skin;
3845 3449
3846 /* first get the dragon skin force */ 3450 /* first get the dragon skin force */
3451 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); 3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3453 ;
3454
3848 if (skin == NULL) 3455 if (!skin)
3849 return; 3456 return;
3850 3457
3851 /* adding new spellpath attunements */ 3458 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3459 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3460 {
3898 * not readied. 3505 * not readied.
3899 */ 3506 */
3900void 3507void
3901player_unready_range_ob (player *pl, object *ob) 3508player_unready_range_ob (player *pl, object *ob)
3902{ 3509{
3903 rangetype i; 3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3904 3512
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3513 if (pl->combat_ob == ob)
3906 { 3514 pl->combat_ob = 0;
3515
3907 if (pl->ranges[i] == ob) 3516 if (pl->ranged_ob == ob)
3908 { 3517 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3518}
3519
3520sint8
3521player::visibility_at (maptile *map, int x, int y) const
3522{
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537}

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