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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 1.141 by root, Fri May 18 15:05:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 169 ob->enter_exit (tmp);
305}
306 170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f;
335 ob->direction = 5; /* So player faces south */
336}
337
338player::player ()
339{
340 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point.
342 */
343 outputs_sync = 4;
344 outputs_count = 4;
345 unapply = unapply_nochoice;
346
347 savebed_map = first_map_path; /* Init. respawn position */
348
349 gen_sp_armour = 10;
350 bowtype = bow_normal;
351 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
307/* Tries to add player on the connection passwd in ns. 378/* 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 379 * All we can really get in this is some settings like host and display
309 * mode. 380 * mode.
310 */ 381 */
311 382player *
312int 383player::create ()
313add_player (client *ns)
314{ 384{
315 player *p = new player; 385 player *pl = new player;
316 386
317 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 388
320 p->next = first_player; 389 pl->ob->roll_stats ();
321 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
322 392
323 p = get_player (p);
324
325 set_first_map (p->ob); 393 set_first_map (pl->ob);
326 394
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; 395 return pl;
335} 396}
336 397
337/* 398/*
338 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
364 425
365object * 426object *
366get_nearest_player (object *mon) 427get_nearest_player (object *mon)
367{ 428{
368 object *op = NULL; 429 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 430 objectlink *ol;
371 unsigned lastdist; 431 unsigned lastdist;
372 rv_vector rv; 432 rv_vector rv;
373 433
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 435 {
376 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 443 object *tmp = ol->ob;
384 444
385 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 446 * itself will have been cleared.
387 */ 447 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
389 ol = ol->next; 450 ol = ol->next;
390 remove_friendly_object (tmp); 451 remove_friendly_object (tmp);
391 if (!ol) 452 if (!ol)
392 return op; 453 return op;
393 } 454 }
406 { 467 {
407 op = ol->ob; 468 op = ol->ob;
408 lastdist = rv.distance; 469 lastdist = rv.distance;
409 } 470 }
410 } 471 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 472
412 { 473 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 474 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 475 if (lastdist > rv.distance)
417 { 476 {
418 op = pl->ob; 477 op = pl->ob;
419 lastdist = rv.distance; 478 lastdist = rv.distance;
420 } 479 }
421 } 480
422 }
423#if 0 481#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 482 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 483#endif
426 return op; 484 return op;
427} 485}
445 * circling behaviour. Unfortunately, this function is also used to determined 503 * 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 504 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 505 * is probably not a good thing.
448 */ 506 */
449#define MAX_SPACES 50 507#define MAX_SPACES 50
450
451 508
452/* 509/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 510 * 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 511 * 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 512 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 543 x = mon->x;
487 y = mon->y; 544 y = mon->y;
488 m = mon->map; 545 m = mon->map;
489 dir = rv.direction; 546 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 547 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); 548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549
492 /* If we can't solve it within the search distance, return now. */ 550 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 551 if (diff > max)
494 return 0; 552 return 0;
553
495 while (diff > 1 && max > 0) 554 while (diff > 1 && max > 0)
496 { 555 {
497 lastx = x; 556 lastx = x;
498 lasty = y; 557 lasty = y;
499 lastmap = m; 558 lastmap = m;
581 max--; 640 max--;
582 lastdir = dir; 641 lastdir = dir;
583 if (!firstdir) 642 if (!firstdir)
584 firstdir = dir; 643 firstdir = dir;
585 } 644 }
645
586 if (diff <= 1) 646 if (diff <= 1)
587 { 647 {
588 /* Recalculate diff (distance) because we may not have actually 648 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 649 * headed toward player for entire distance.
590 */ 650 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 651 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); 652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 653 }
654
594 if (diff > max) 655 if (diff > max)
595 return 0; 656 return 0;
596 } 657 }
658
597 /* If we reached the max, didn't find a direction in time */ 659 /* If we reached the max, didn't find a direction in time */
598 if (!max) 660 if (!max)
599 return 0; 661 return 0;
600 662
601 return firstdir; 663 return firstdir;
694 /* Need to set up the skill pointers */ 756 /* Need to set up the skill pointers */
695 link_player_skills (pl); 757 link_player_skills (pl);
696} 758}
697 759
698void 760void
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) 761get_party_password (object *op, partylist *party)
783{ 762{
784 if (party == NULL) 763 if (party == NULL)
785 { 764 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 765 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 766 return;
788 } 767 }
768
789 op->contr->write_buf[0] = '\0'; 769 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 770 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 771 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 773}
794
795 774
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 776static int
798roll_stat (void) 777roll_stat (void)
799{ 778{
800 int a[4], i, j, k; 779 int a[4], i, j, k;
801 780
802 for (i = 0; i < 4; i++) 781 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 782 a[i] = (int) rndm (6) + 1;
804 783
805 for (i = 0, j = 0, k = 7; i < 4; i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 785 if (a[i] < k)
807 k = a[i], j = i; 786 k = a[i], j = i;
808 787
809 for (i = 0, k = 0; i < 4; i++) 788 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 789 if (i != j)
812 k += a[i]; 790 k += a[i];
813 } 791
814 return k; 792 return k;
815} 793}
816 794
817void 795void
818roll_stats (object *op) 796object::roll_stats ()
819{ 797{
798 int statsort [NUM_STATS];
799
800 for (;;)
801 {
820 int sum = 0; 802 int sum = 0;
821 int i = 0, j = 0; 803 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 804 sum += statsort [i] = roll_stat ();
823 805
824 do 806 if (sum >= 82 && sum <= 116)
807 break;
825 { 808 }
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);
836 809
837 /* Sort the stats so that rerolling is easier... */ 810 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 811 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;
845 812
846 /* a quick and dirty bubblesort? */ 813 for (int i = 0; i < NUM_STATS; ++i)
847 do 814 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);
862 815
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; 816 stats.exp = 0;
882 op->stats.ac = 0; 817 stats.ac = 0;
883 818
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; 819 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
892 op->contr->orig_stats = op->stats; 829 contr->orig_stats = stats;
830 }
893} 831}
894 832
895void 833void
896Roll_Again (object *op) 834object::swap_stats (int a, int b)
897{ 835{
898 esrv_new_player (op->contr, 0); 836 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}
902 837
903void 838 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 839 stats.stat (i) = contr->orig_stats.stat (i);
840
841 //TODO: the following code looks so borked and should, at the very least,
842 // be merged with the similar code in roll_stats
843 stats.ac = 0;
844
845 level = 1;
846 stats.exp = 0;
847 stats.ac = 0;
848
849 stats.hp = stats.maxhp;
850 stats.sp = stats.maxsp;
851 stats.grace = stats.maxgrace;
852
853 if (contr)
854 {
855 contr->levhp[1] = 9;
856 contr->levsp[1] = 6;
857 contr->levgrace[1] = 3;
858
859 contr->orig_stats = stats;
860 }
861}
862
863static void
864start_info (object *op)
905{ 865{
906 signed char tmp;
907 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
908 867
909 if (op->contr->Swap_First == -1) 868 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); 869 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 870 //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); 871 //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} 872}
1024 873
1025/* This function takes the key that is passed, and does the 874/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
1029 * not the class. 878 * not the class.
1030 */ 879 */
1031 880void
1032int 881player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 882{
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 */ 883 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 885
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 886 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 887 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, ob, 0, 0, 0);
1053 889
1054 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
1056 892
1057 op->contr->state = ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
1058 894
1059 if (op->msg) 895 if (ob->msg)
1060 op->msg = NULL; 896 ob->msg = 0;
1061 897
1062 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1063 * to save here. 899 * to save here.
1064 */ 900 */
901 {
902 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 904 make_path_to_file (buf);
905 }
1067 906
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 907 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 909 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 910 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 911 esrv_send_inventory (ob, ob);
1076 fix_player (op); 912 ob->update_stats ();
1077 913
1078 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1079 * is one for this race 915 * is one for this race
1080 */ 916 */
1081 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1082 { 918 {
1083 object *tmp; 919 object *tmp;
1084 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1085 921
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 923 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1093 * default initial map */ 929 * default initial map */
1094 tmp->destroy (); 930 tmp->destroy ();
1095 } 931 }
1096 else 932 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
934}
1098 935
1099 return 0; 936void
1100 } 937player::chargen_race_next ()
1101 938{
1102 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1104 */ 941 */
1105 942
1106 tmp_loop = 0; 943 do
1107 while (!tmp_loop)
1108 { 944 {
1109 shstr name = op->name; 945 shstr name = ob->name;
1110 int x = op->x, y = op->y; 946 int x = ob->x, y = ob->y;
1111 947
1112 remove_statbonus (op); 948 ob->remove_statbonus ();
1113 op->remove (); 949 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 950 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 951 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 952 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 953 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 954 ob->name = ob->name_pl = name;
1119 op->x = x; 955 ob->x = x;
1120 op->y = y; 956 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 959 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 960 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 961 }
962 while (!allowed_class (ob));
1127 963
1128 update_object (op, UP_OBJ_FACE); 964 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 966 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 967 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 968 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 969 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} 970}
1190 971
1191void 972void
1192flee_player (object *op) 973flee_player (object *op)
1193{ 974{
1223 { 1004 {
1224 op->enemy = NULL; 1005 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1007 return;
1227 } 1008 }
1009
1228 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1229 1011
1230 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1232 { 1014 {
1233 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1234 1016
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1018 return;
1238 }
1239 } 1019 }
1020
1240 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1023 op->enemy = NULL;
1243} 1024}
1244 1025
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* 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 1027 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1028 * stop.
1249 */ 1029 */
1250int 1030int
1251check_pick (object *op) 1031check_pick (object *op)
1252{ 1032{
1253 object *tmp, *next; 1033 object *tmp, *next;
1254 int stop = 0; 1034 int stop = 0;
1255 int j, k, wvratio; 1035 int wvratio;
1256 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1257 1037
1258 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1260 return 1; 1040 return 1;
1261 1041
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1112 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 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 } 1117 }
1118
1366 /* philosophy: 1119 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1120 * 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 1121 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1124 * example.
1372 * The drawback: right now it has no frontend, so you need to 1125 * 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 1126 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1378 * found object is returned.
1626 */ 1379 */
1627object * 1380object *
1628find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1629{ 1382{
1630 object *tmp = NULL; 1383 object *tmp = 0;
1631 1384
1632 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1636 return op; 1389 return op;
1390
1637 return tmp; 1391 return tmp;
1638} 1392}
1639 1393
1640/* 1394/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1399 */
1646
1647object * 1400object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1402{
1650 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1471 * op = the shooter
1719 * type = bow->race 1472 * type = bow->race
1720 * dir = fire direction 1473 * dir = fire direction
1721 */ 1474 */
1722
1723object * 1475object *
1724pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1725{ 1477{
1726 object *tmp = NULL; 1478 object *tmp = NULL;
1727 maptile *m; 1479 maptile *m;
1792 */ 1544 */
1793int 1545int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1547{
1796 object *left, *bow; 1548 object *left, *bow;
1797 int bowspeed, mflags; 1549 int mflags;
1798 maptile *m; 1550 maptile *m;
1799 1551
1800 if (!dir) 1552 if (!dir)
1801 { 1553 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1555 return 0;
1804 } 1556 }
1805 1557
1806 if (op->type == PLAYER) 1558 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1559 bow = op->current_weapon;
1808 else 1560 else
1809 { 1561 {
1810 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1569 if (!bow)
1818 { 1570 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1572 return 0;
1821 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1822 } 1582 }
1823 1583
1824 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1825 { 1585 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1587 return 0;
1828 } 1588 }
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 1589
1839 if (arrow == NULL) 1590 if (arrow == NULL)
1840 { 1591 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1593 {
1843 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1595 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 */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1597 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1848 return 0; 1600 return 0;
1849 } 1601 }
1850 } 1602 }
1851 1603
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1626 return 0;
1875 } 1627 }
1876 1628
1877 arrow->set_owner (op); 1629 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1631 arrow->direction = dir;
1881 arrow->x = sx; 1632
1882 arrow->y = sy; 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype;
1636
1637 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1662 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0;
1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1670
1884 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1885 { 1672 {
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; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 wc -= dex_bonus[op->stats.Dex];
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1919 } 1680 }
1920 else 1681 else
1921 { 1682 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1683 arrow->level = op->level;
1924 } 1684 arrow->stats.wc -= bow->magic;
1925 1685
1926 if (arrow->attacktype == AT_PHYSICAL) 1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1927 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1690 }
1928 1691
1929 if (bow->slaying) 1692 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1694
1932 arrow->map = m; 1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1698
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1938 1701
1939 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1703 move_arrow (arrow);
1941 1704
1942 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1962{ 1725{
1963 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1964 1727
1965 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1966 { 1729 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1731 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1733 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1735 wcmod = -1;
1736
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1738 }
1975 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
1976 { 1740 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1746 {
1983 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);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 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); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1750 }
1988 else 1751 else
1989 { 1752 {
1990 /* Simple case */ 1753 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1755 }
1756
1993 return ret; 1757 return ret;
1994} 1758}
1995
1996 1759
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1999 */ 1762 */
2000void 1763void
2001fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
2002{ 1765{
2003 object *item; 1766 object *item = op->contr->ranged_ob;
2004 1767
2005 if (!op->contr->ranges[range_misc]) 1768 if (!item)
2006 { 1769 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1771 return;
2009 } 1772 }
2010 1773
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1774 if (!item->inv)
2013 { 1775 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1777 return;
2016 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
2017 if (item->type == WAND) 1783 if (item->type == WAND)
2018 { 1784 {
2019 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2020 { 1786 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2023 return; 1790 return;
2024 } 1791 }
2025 } 1792 }
2026 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2027 { 1794 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1796 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2031 if (item->type == ROD) 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1801 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2035 return; 1804 return;
2036 } 1805 }
2037 } 1806 }
2038 1807
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1816
2048 if (item->arch) 1817 if (item->arch)
2049 { 1818 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2052 item->speed = 0; 1821 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1822 }
1823
2055 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1826 }
2058 } 1827 }
2059 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1829 drain_rod_charge (item);
2062 }
2063 } 1830 }
2064} 1831}
2065 1832
2066/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2067 */ 1834 */
2072 1839
2073 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2075 make_visible (op); 1842 make_visible (op);
2076 1843
2077 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2078 { 1847 {
2079 case range_none: 1848 control_golem (op->contr->golem, dir);
2080 return; 1849 return;
1850 }
2081 1851
2082 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
2083 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
2084 return; 1864 break;
2085 1865
2086 case range_magic: /* Casting spells */ 1866 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1868 break;
2089 1869
2090 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
2091 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
2092 return; 1880 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 } 1881 }
2120} 1882}
2121
2122
2123 1883
2124/* find_key 1884/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1885 * 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 1886 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1889 * pl is the player,
2130 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
2133 */ 1893 */
2134
2135object * 1894object *
2136find_key (object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
2137{ 1896{
2138 object *tmp, *key; 1897 object *tmp, *key;
2139 1898
2140 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1900 if (!container->inv)
2142 return NULL; 1901 return 0;
2143 1902
2144 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1905 {
2147 if (door->type == DOOR && tmp->type == KEY) 1906 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1907 break;
2149 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
2151 */ 1910 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1912 break;
2154 } 1913 }
1914
2155 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1916 /* 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 1917 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1918 * a key, return
2159 */ 1919 */
2160 if (!tmp) 1920 if (!tmp)
2161 { 1921 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1923 {
2164 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1925 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1926 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1927 if ((key = find_key (pl, tmp, door)))
2168 return key; 1928 return key;
2169 } 1929 }
2170 } 1930 }
1931
2171 if (!tmp) 1932 if (!tmp)
2172 return NULL; 1933 return NULL;
2173 } 1934 }
1935
2174 /* We get down here if we have found a key. Now if its in a container, 1936 /* 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 1937 * see if we actually want to use it
2176 */ 1938 */
2177 if (pl != container) 1939 if (pl != container)
2178 { 1940 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1961 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)); 1962 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1963 return NULL;
2202 } 1964 }
2203 } 1965 }
1966
2204 return tmp; 1967 return tmp;
2205} 1968}
2206 1969
2207/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1973 * 0 otherwise
2211 */ 1974 */
2212static int 1975static int
2213player_attack_door (object *op, object *door) 1976player_attack_door (object *op, object *door)
2214{ 1977{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1978 /* 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 - 1979 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1980 * otherwise, we fall through to the rest of the code.
2219 */ 1981 */
2220 object *key = find_key (op, op, door); 1982 object *key = find_key (op, op, door);
2223 if (key) 1985 if (key)
2224 { 1986 {
2225 object *container = key->env; 1987 object *container = key->env;
2226 1988
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
2228 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2229 make_visible (op); 1992 make_visible (op);
1993
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1996
2232 if (door->type == DOOR) 1997 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2237 { 2000 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2001 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 ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
2240 } 2003 }
2004
2241 /* Do this after we print the message */ 2005 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2244 if (container != op) 2008 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2246 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2247 } 2012 }
2248 else if (door->type == LOCKED_DOOR) 2013 else if (door->type == LOCKED_DOOR)
2249 { 2014 {
2250 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2017 return 1;
2253 } 2018 }
2019
2254 return 0; 2020 return 0;
2255} 2021}
2256 2022
2257/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2025 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2026 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2027 * going to try and move (not fire weapons).
2262 */ 2028 */
2263
2264void 2029void
2265move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2266{ 2031{
2267 object *tmp, *mon; 2032 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2033 int on_battleground;
2270 maptile *m; 2034 maptile *m;
2271 2035
2272 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2274 2038
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2039 on_battleground = op_on_battleground (op, 0, 0);
2276 2040
2277 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2285 */ 2049 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2051 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2052 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2053 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2054 m = op->map->xy_find (nx, ny);
2291 if (!m) 2055 if (!m)
2292 return; /* Don't think this should happen */ 2056 return; /* Don't think this should happen */
2293 } 2057 }
2294 else 2058 else
2295 m = op->map; 2059 m = op->map;
2296 2060
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2061 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; 2062 return;
2301 }
2302 2063
2303 mon = NULL; 2064 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* 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. 2066 * 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 2067 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2068 * on the space
2308 */ 2069 */
2309 while (tmp != NULL) 2070 while (tmp)
2310 { 2071 {
2311 if (tmp == op) 2072 if (tmp == op)
2312 { 2073 {
2313 tmp = tmp->above; 2074 tmp = tmp->above;
2314 continue; 2075 continue;
2324 mon = tmp; 2085 mon = tmp;
2325 2086
2326 tmp = tmp->above; 2087 tmp = tmp->above;
2327 } 2088 }
2328 2089
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2090 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2091 return; /* into a wall */
2331 2092
2332 if (mon->head != NULL) 2093 if (mon->head)
2333 mon = mon->head; 2094 mon = mon->head;
2334 2095
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2097 if (player_attack_door (op, mon))
2337 return; 2098 return;
2346 2107
2347 /* If the creature is a pet, push it even if the player is not 2108 /* 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 2109 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2350 */ 2111 */
2351 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2113 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2115 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2117 {
2361 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2119 if (op->contr->braced)
2363 return; 2120 return;
2121
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2125 make_visible (op);
2126
2368 return; 2127 return;
2369 } 2128 }
2370 2129
2371 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2133 * attack them either.
2375 */ 2134 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2137 && ((op->contr->peaceful
2379 (op->contr->peaceful 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2139 && !on_battleground))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2140 {
2388 if (!op->contr->braced) 2141 if (!op->contr->braced)
2389 { 2142 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2392 } 2145 }
2393 else 2146 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2148
2397 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2150 make_visible (op);
2399 } 2151 }
2400 2152
2401 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2412 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2168 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2171 {
2421
2422 /* If the player hasn't hit something this tick, and does
2423 * so, give them speed boost based on weapon speed. Doing
2424 * it here is better than process_players2, which basically
2425 * incurred a 1 tick offset.
2426 */
2427 if (!op->contr->has_hit) 2172 if (!op->contr->has_hit)
2428 { 2173 {
2174 op->contr->has_hit = 1;
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2430
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2176 }
2433 2177
2434 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2435 2179
2436 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2183 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2186 {
2443 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2444 2188
2445 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2448 } 2192 }
2193
2449 if (action_makes_visible (op)) 2194 if (action_makes_visible (op))
2450 make_visible (op); 2195 make_visible (op);
2451 } 2196 }
2452 } /* if player should attack something */ 2197 } /* if player should attack something */
2453} 2198}
2455int 2200int
2456move_player (object *op, int dir) 2201move_player (object *op, int dir)
2457{ 2202{
2458 int pick; 2203 int pick;
2459 2204
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2206 return 0;
2462 2207
2463 /* Sanity check: make sure dir is valid */ 2208 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2209 if ((dir < 0) || (dir >= 9))
2465 { 2210 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2212 return 0;
2468 } 2213 }
2469 2214
2470 /* peterm: added following line */ 2215 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2218
2474 op->facing = dir; 2219 op->facing = dir;
2475 2220
2476 if (op->hide) 2221 if (op->hide)
2477 do_hidden_move (op); 2222 do_hidden_move (op);
2488 2233
2489 /* Add special check for newcs players and fire on - this way, the 2234 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2235 * server can handle repeat firing.
2491 */ 2236 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2238 op->direction = dir;
2495 }
2496 else 2239 else
2497 {
2498 op->direction = 0; 2240 op->direction = 0;
2499 } 2241
2500 /* Update how the player looks. Use the facing, so direction may 2242 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2243 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2244 * for players.
2503 */ 2245 */
2504 animate_object (op, op->facing); 2246 animate_object (op, op->facing);
2513 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2514 */ 2256 */
2515int 2257int
2516handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2517{ 2259{
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)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2261 {
2540 flee_player (op); 2262 flee_player (op);
2263
2541 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2543 { 2266 {
2544 op->speed_left--; 2267 --op->speed_left;
2545 return 0; 2268 return 0;
2546 } 2269 }
2547 } 2270 }
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 2271
2557 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2274 * called, so we recheck it here.
2560 */ 2275 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2276 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; 2277 return 1;
2567 2278
2279 if (op->speed_left > 0.f)
2280 {
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2282 {
2570 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2284 --op->speed_left;
2572 2285
2573 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2576 */ 2289 */
2577 move_player (op, op->direction); 2290 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2291
2579 return 1; 2292 return op->speed_left > 0.f;
2580 else 2293 }
2581 return 0;
2582 } 2294 }
2583 2295
2584 return 0; 2296 return 0;
2585} 2297}
2586 2298
2606 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2607 2319
2608 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2609 op->stats.food = 999; 2321 op->stats.food = 999;
2610 2322
2611 fix_player (op); 2323 op->update_stats ();
2612 return 1; 2324 return 1;
2613 } 2325 }
2614 2326
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2336 * from.
2625 */ 2337 */
2626void 2338void
2627remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2628{ 2340{
2629 object *next;
2630
2631 while (op) 2341 while (op)
2632 { 2342 {
2633 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2344
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2346 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2644 } 2351 }
2645 else if (op->inv) 2352 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2647 2354
2648 op = next; 2355 op = next;
2649 } 2356 }
2650} 2357}
2651
2652 2358
2653/* 2359/*
2654 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2397 strcat (buf2, buf);
2692 2398
2693 return buf2; 2399 return buf2;
2694} 2400}
2695
2696
2697 2401
2698void 2402void
2699do_some_living (object *op) 2403do_some_living (object *op)
2700{ 2404{
2701 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2411 int rate_grace = 2000;
2708 const int max_hp = 1; 2412 const int max_hp = 1;
2709 const int max_sp = 1; 2413 const int max_sp = 1;
2710 const int max_grace = 1; 2414 const int max_grace = 1;
2711 2415
2712 if (op->contr->outputs_sync) 2416 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 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2718 2434
2719 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2720 { 2436 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2441 else
2727 { 2442 {
2728 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2445 }
2446
2731 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2449 else
2734 { 2450 {
2735 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2453 }
2454
2738 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2457 else
2741 { 2458 {
2742 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2461 }
2745 2462
2746 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2465 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 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) 2467 if (op->stats.sp < op->stats.maxsp)
2751 { 2468 {
2752 op->stats.sp++; 2469 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2477 op->stats.food = last_food;
2761 } 2478 }
2762 } 2479 }
2480
2763 if (max_sp > 1) 2481 if (max_sp > 1)
2764 { 2482 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2484 if (over_sp > 0)
2767 { 2485 {
2768 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2769 { 2487 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2491 op->stats.sp--;
2492
2773 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2775 } 2495 }
2776 op->last_sp = 0; 2496 op->last_sp = 0;
2777 } 2497 }
2778 else 2498 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2500 }
2783 else 2501 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2503 }
2788 2504
2789 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2792 { 2508 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2795 if (max_grace > 1) 2512 if (max_grace > 1)
2796 { 2513 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2515 if (over_grace > 0)
2799 { 2516 {
2827 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2546 op->stats.food = last_food;
2830 } 2547 }
2831 } 2548 }
2549
2832 if (max_hp > 1) 2550 if (max_hp > 1)
2833 { 2551 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2553 if (over_hp > 0)
2836 { 2554 {
2849 } 2567 }
2850 2568
2851 /* Digestion */ 2569 /* Digestion */
2852 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2853 { 2571 {
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; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2573
2861 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2576 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578
2865 /* dms do not consume food */ 2579 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2580 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2581 op->stats.food--;
2868 } 2582 }
2869 }
2870 2583
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2584 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2585 {
2873 object *tmp, *flesh = NULL; 2586 object *tmp, *flesh = 0;
2874 2587
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2588 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2589 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2591 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2593 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2595 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2596 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2597 break;
2885 } 2598 }
2886 else if (tmp->type == FLESH) 2599 else if (tmp->type == FLESH)
2887 flesh = tmp; 2600 flesh = tmp;
2888 } /* End if paid for object */ 2601 } /* End if paid for object */
2889 } /* end of for loop */ 2602 } /* end of for loop */
2603
2890 /* If player is still starving, it means they don't have any food, so 2604 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2605 * eat flesh instead.
2892 */ 2606 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2608 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2610 manual_apply (op, flesh, 0);
2897 } 2611 }
2898 } /* end if player is starving */ 2612 }
2899 2613
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2614 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2615 op->stats.food++, op->stats.hp--;
2902 2616
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2618 kill_player (op);
2619 }
2905} 2620}
2906
2907
2908 2621
2909/* If the player should die (lack of hp, food, etc), we call this. 2622/* 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 2623 * 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 2624 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2625 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2655 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..."); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2657
2945 /* restore player */ 2658 /* restore player */
2946 at = archetype::find ("poisoning"); 2659 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2661 {
2950 tmp->destroy (); 2662 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2664 }
2953 2665
2954 at = archetype::find ("confusion"); 2666 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2667 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2668 {
2958 tmp->destroy (); 2669 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2671 }
2961 2672
2963 op->stats.hp = op->stats.maxhp; 2674 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2675 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2676 op->stats.food = 999;
2966 2677
2967 /* create a bodypart-trophy to make the winner happy */ 2678 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2679 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2680 {
2971 sprintf (buf, "%s's finger", &op->name); 2681 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2682 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " 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); 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2686 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2687 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2688 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2689 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2690 }
2982 2691
2983 /* teleport defeated player to new destination */ 2692 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2694 op->contr->braced = 0;
2990 2699
2991 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
2992 2701
2993 if (op->stats.food < 0) 2702 if (op->stats.food < 0)
2994 { 2703 {
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); 2704 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2705 strcpy (op->contr->killer, "starvation");
3004 } 2706 }
3005 else 2707 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); 2708 sprintf (buf, "%s died.", &op->name);
3015 } 2709
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2711
3018 /* save the map location for corpse, gravestone */ 2712 /* save the map location for corpse, gravestone */
3019 x = op->x; 2713 x = op->x;
3020 y = op->y; 2714 y = op->y;
3021 map = op->map; 2715 map = op->map;
3022 2716
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2717 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2718 * 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. 2719 * See the config.h file for a little more in depth detail about this.
3029 */ 2720 */
3030 2721
3031 /* Basically two ways to go - remove a stat permanently, or just 2722 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2723 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2724 * of death.
3034 */ 2725 */
3035#ifndef COZY_SERVER 2726#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2727 if (settings.balanced_stat_loss)
3037 { 2728 {
3038 /* If stat loss is permanent, lose one stat only. */ 2729 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2730 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2731 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2732 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2733 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2734 little bit harder. */
3044 /* GD */ 2735 /* GD */
3045 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2737 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2738 else
3051 { 2739 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2740 }
2741 else
3052 num_stats_lose = 1; 2742 num_stats_lose = 1;
3053 } 2743
3054 lost_a_stat = 0; 2744 lost_a_stat = 0;
3055 2745
3056 for (z = 0; z < num_stats_lose; z++) 2746 for (z = 0; z < num_stats_lose; z++)
3057 { 2747 {
3058 i = RANDOM () % NUM_STATS; 2748 i = RANDOM () % NUM_STATS;
3059 2749
3060 if (settings.stat_loss_on_death) 2750 if (settings.stat_loss_on_death)
3061 { 2751 {
3062 /* Pick a random stat and take a point off it. Tell the player 2752 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2753 * what he lost.
3064 */ 2754 */
3065 change_attr_value (&(op->stats), i, -1); 2755 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2756 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2757 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2758 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2759 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2760 lost_a_stat = 1;
2761 }
2762 else
2763 {
2764 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion");
2766 object *dep;
2767
2768 dep = present_arch_in_ob (deparch, op);
2769 if (!dep)
2770 {
2771 dep = arch_to_object (deparch);
2772 insert_ob_in_ob (dep, op);
3071 } 2773 }
3072 else 2774 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss)
3073 { 2776 {
3074 /* deplete a stat */ 2777 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2778 /* Get the stat that we're about to deplete. */
3076 object *dep; 2779 this_stat = get_attr_value (&(dep->stats), i);
3077 2780 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2781 {
3081 dep = arch_to_object (deparch); 2782 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2783 int keep_chance = this_stat * this_stat;
3083 } 2784
3084 lose_this_stat = 1; 2785 /* 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) 2786 if (keep_chance < 1)
2787 keep_chance = 1;
2788
2789 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2791 {
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; 2792 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2793 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2794 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 } 2795 }
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 */ 2796 else
3126 if (this_stat >= -50)
3127 { 2797 {
3128 change_attr_value (&(dep->stats), i, -1); 2798 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; 2799 lose_this_stat = 0;
2800 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2801 this_stat, keep_chance, loss_chance,
2802 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2803 }
3134 } 2804 }
3135 } 2805 }
2806
2807 if (lose_this_stat)
2808 {
2809 this_stat = get_attr_value (&(dep->stats), i);
2810 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a
2814 * difference.
2815 */
2816 if (this_stat >= -50)
2817 {
2818 change_attr_value (&(dep->stats), i, -1);
2819 SET_FLAG (dep, FLAG_APPLIED);
2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2821 op->update_stats ();
2822 lost_a_stat = 1;
2823 }
3136 } 2824 }
2825 }
2826 }
3137 /* If no stat lost, tell the player. */ 2827 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2828 if (!lost_a_stat)
3139 { 2829 {
3140 /* determine_god() seems to not work sometimes... why is this? 2830 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2831 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2832 const char *god = determine_god (op);
3143 2833
3144 if (god && (strcmp (god, "none"))) 2834 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); 2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2836 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2838 }
3149#else 2839#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2841#endif
3152 2842
3153 /* Put a gravestone up where the character 'almost' died. List the 2843 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2844 * exp loss on the stone.
3155 */ 2845 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2846 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2847 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2848 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2849 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2850 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); 2851 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; 2852 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2853 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2854 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2855
3166 /**************************************/ 2856 /**************************************/
3167 /* */ 2857 /* */
3168 /* Subtract the experience points, */ 2858 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2859 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2860 /* food, and reset HP's... */
3171 /* */ 2861 /* */
3172 /**************************************/ 2862 /**************************************/
3173 2863
3174 /* remove any poisoning and confusion the character may be suffering. */ 2864 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2865 /* restore player */
3176 at = archetype::find ("poisoning"); 2866 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2867 tmp = present_arch_in_ob (at, op);
3178 2868
3179 if (tmp) 2869 if (tmp)
3180 { 2870 {
3181 tmp->destroy (); 2871 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2873 }
3184 2874
3185 at = archetype::find ("confusion"); 2875 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2876 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2877 if (tmp)
3188 { 2878 {
3189 tmp->destroy (); 2879 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2881 }
3192 2882
3193 cure_disease (op, 0); /* remove any disease */ 2883 cure_disease (op, 0); /* remove any disease */
3194 2884
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2885 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2886 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2887 if (op->stats.food < 100)
3198 op->stats.food = 900; 2888 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2892
3203 /* 2893 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2894 * 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 2895 * and put them back in the map.
3206 * in the map. 2896 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2897 remove_unpaid_objects (op->inv, op);
3211 2898
3212 /****************************************/ 2899 /****************************************/
3213 /* */ 2900 /* */
3214 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
3216 /* */ 2903 /* */
3217 /****************************************/ 2904 /****************************************/
3218 2905
3219 enter_player_savebed (op); 2906 enter_player_savebed (op);
3220 2907
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2908 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2909
3227 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2913 * on the space that might harm the player.
3231 */ 2914 */
3232 will_kill_again = 0; 2915 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2916 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2917 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2918 will_kill_again |= tmp->attacktype;
3236 2919
3237 if (will_kill_again) 2920 if (will_kill_again)
3238 { 2921 {
3239 object *force; 2922 object *force;
3240 int at; 2923 int at;
3241 2924
3242 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2927 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2932 force->resist[at] = 100;
3250 2933
3251 insert_ob_in_ob (force, op); 2934 insert_ob_in_ob (force, op);
3252 fix_player (op); 2935 op->update_stats ();
3253 2936
3254 } 2937 }
3255 2938
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2939 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} 2940}
3325
3326 2941
3327void 2942void
3328loot_object (object *op) 2943loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2944{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2945 object *tmp, *tmp2, *next;
3331 2946
3332 if (op->container) 2947 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2948
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2949 for (tmp = op->inv; tmp; tmp = next)
3338 { 2950 {
3339 next = tmp->below; 2951 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2952
2953 if (tmp->invisible)
3341 continue; 2954 continue;
2955
3342 tmp->remove (); 2956 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2958
3344 if (tmp->type == CONTAINER) 2959 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2960 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2961
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2963 {
3350 if (tmp->nrof > 1) 2964 if (tmp->nrof > 1)
3351 { 2965 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2967 tmp2->destroy ();
3364/* 2978/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2981 * was changed.
3368 */ 2982 */
3369
3370void 2983void
3371fix_weight (void) 2984fix_weight (void)
3372{ 2985{
3373 player *pl; 2986 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2987 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2989
3379 if (old == sum) 2990 if (old == sum)
3380 continue; 2991 continue;
3381 fix_player (pl->ob); 2992 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2994 }
3384} 2995}
3385 2996
3386void 2997void
3387fix_luck (void) 2998fix_luck (void)
3388{ 2999{
3389 player *pl; 3000 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3001 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3002 pl->ob->change_luck (0);
3394} 3003}
3395
3396 3004
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3005/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3006 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3007 * just treat this as any other spell casting object.
3400 */ 3008 */
3401
3402void 3009void
3403cast_dust (object *op, object *throw_ob, int dir) 3010cast_dust (object *op, object *throw_ob, int dir)
3404{ 3011{
3405 object *skop, *spob; 3012 object *skop, *spob;
3406 3013
3440 if (op->type == PLAYER) 3047 if (op->type == PLAYER)
3441 { 3048 {
3442 op->contr->tmp_invis = 0; 3049 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3050 op->contr->invis_race = 0;
3444 } 3051 }
3052
3445 update_object (op, UP_OBJ_FACE); 3053 update_object (op, UP_OBJ_CHANGE);
3446} 3054}
3447 3055
3448int 3056int
3449is_true_undead (object *op) 3057is_true_undead (object *op)
3450{ 3058{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3060 return 1;
3455 3061
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; 3062 return 0;
3462} 3063}
3463 3064
3464/* look at the surrounding terrain to determine 3065/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3066 * the hideability of this object. Positive levels
3521 3122
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3124
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3126 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3127 if (!skop || num >= skop->level)
3528 { 3128 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3130 make_visible (op);
3531 return; 3131 return;
3532 } 3132 }
3533 else 3133 else
3534 num += 20; 3134 num += 20;
3535 } 3135
3536 num += op->map->difficulty; 3136 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3138 num -= hide;
3139
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3141 {
3541 make_visible (op); 3142 make_visible (op);
3542 if (op->type == PLAYER) 3143 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3145 }
3545 else if (op->type == PLAYER && skop) 3146 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3148}
3550 3149
3551/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3552 3151
3553int 3152int
3580 if (mflags & P_OUT_OF_MAP) 3179 if (mflags & P_OUT_OF_MAP)
3581 continue; 3180 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3182 continue;
3584 3183
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3185 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3187 return 1;
3589 else if (tmp->type == PLAYER) 3188 else if (tmp->type == PLAYER)
3590 { 3189 {
3620 if (pl->type != PLAYER) 3219 if (pl->type != PLAYER)
3621 { 3220 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3221 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3222 return -1;
3624 } 3223 }
3224
3625 if (!pl || !op) 3225 if (!pl || !op)
3626 return 0; 3226 return 0;
3627 3227
3628 if (op->head)
3629 {
3630 op = op->head; 3228 op = op->head_ ();
3631 } 3229
3632 get_rangevector (pl, op, &rv, 0x1); 3230 get_rangevector (pl, op, &rv, 0x1);
3633 3231
3634 /* starting with the 'head' part, lets loop 3232 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3233 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3234 * part that is in the los array but isnt on
3644 3242
3645 /* only the viewable area the player sees is updated by LOS 3243 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3244 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3245 * for any meaningful values.
3648 */ 3246 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3250 return 1;
3653 op = op->more; 3251 op = op->more;
3654 } 3252 }
3655 return 0; 3253 return 0;
3656} 3254}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3352 int i = 0, j = 0;
3755 3353
3756 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3765 3363
3766 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3767 return; 3365 return;
3768 3366
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3368
3771 if (tr == NULL || tr->item == NULL) 3369 if (!tr || !tr->item)
3772 { 3370 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3372 return;
3775 } 3373 }
3776 3374
3842 { 3440 {
3843 /* forces in the treasurelist can alter the player's stats */ 3441 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3442 object *skin;
3845 3443
3846 /* first get the dragon skin force */ 3444 /* first get the dragon skin force */
3445 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); 3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 ;
3448
3848 if (skin == NULL) 3449 if (!skin)
3849 return; 3450 return;
3850 3451
3851 /* adding new spellpath attunements */ 3452 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3453 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3454 {
3898 * not readied. 3499 * not readied.
3899 */ 3500 */
3900void 3501void
3901player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3902{ 3503{
3903 rangetype i; 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3904 3506
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3507 if (pl->combat_ob == ob)
3906 { 3508 pl->combat_ob = 0;
3509
3907 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3908 { 3511 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

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