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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.147 by root, Sun Jun 3 17:42:39 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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;
304 enter_exit (op, 0);
305} 159}
306 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
330}
331
332player::player ()
333{
334 /* There are some elements we want initialised to non zero value -
335 * we deal with that below this point.
336 */
337 outputs_sync = 4;
338 outputs_count = 4;
339 unapply = unapply_nochoice;
340
341 savebed_map = first_map_path; /* Init. respawn position */
342
343 gen_sp_armour = 10;
344 bowtype = bow_normal;
345 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers;
348 peaceful = 1; /* default peaceful */
349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
307/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
309 * mode. 377 * mode.
310 */ 378 */
311 379player *
312int 380player::create ()
313add_player (client *ns)
314{ 381{
315 player *p = new player; 382 player *pl = new player;
316 383
317 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 385
320 p->next = first_player; 386 pl->ob->roll_stats ();
321 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
322 389
323 p = get_player (p);
324
325 set_first_map (p->ob); 390 set_first_map (pl->ob);
326 391
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 392 return pl;
335} 393}
336 394
337/* 395/*
338 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
364 422
365object * 423object *
366get_nearest_player (object *mon) 424get_nearest_player (object *mon)
367{ 425{
368 object *op = NULL; 426 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 427 objectlink *ol;
371 unsigned lastdist; 428 unsigned lastdist;
372 rv_vector rv; 429 rv_vector rv;
373 430
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 432 {
376 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 440 object *tmp = ol->ob;
384 441
385 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 443 * itself will have been cleared.
387 */ 444 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
389 ol = ol->next; 447 ol = ol->next;
390 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
391 if (!ol) 449 if (!ol)
392 return op; 450 return op;
393 } 451 }
406 { 464 {
407 op = ol->ob; 465 op = ol->ob;
408 lastdist = rv.distance; 466 lastdist = rv.distance;
409 } 467 }
410 } 468 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 469
412 { 470 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
417 { 473 {
418 op = pl->ob; 474 op = pl->ob;
419 lastdist = rv.distance; 475 lastdist = rv.distance;
420 } 476 }
421 } 477
422 }
423#if 0 478#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 480#endif
426 return op; 481 return op;
427} 482}
445 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 502 * is probably not a good thing.
448 */ 503 */
449#define MAX_SPACES 50 504#define MAX_SPACES 50
450
451 505
452/* 506/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 540 x = mon->x;
487 y = mon->y; 541 y = mon->y;
488 m = mon->map; 542 m = mon->map;
489 dir = rv.direction; 543 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
492 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 548 if (diff > max)
494 return 0; 549 return 0;
550
495 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
496 { 552 {
497 lastx = x; 553 lastx = x;
498 lasty = y; 554 lasty = y;
499 lastmap = m; 555 lastmap = m;
581 max--; 637 max--;
582 lastdir = dir; 638 lastdir = dir;
583 if (!firstdir) 639 if (!firstdir)
584 firstdir = dir; 640 firstdir = dir;
585 } 641 }
642
586 if (diff <= 1) 643 if (diff <= 1)
587 { 644 {
588 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 646 * headed toward player for entire distance.
590 */ 647 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 650 }
651
594 if (diff > max) 652 if (diff > max)
595 return 0; 653 return 0;
596 } 654 }
655
597 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
598 if (!max) 657 if (!max)
599 return 0; 658 return 0;
600 659
601 return firstdir; 660 return firstdir;
694 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
695 link_player_skills (pl); 754 link_player_skills (pl);
696} 755}
697 756
698void 757void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
783{ 759{
784 if (party == NULL) 760 if (party == NULL)
785 { 761 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 763 return;
788 } 764 }
765
789 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 770}
794
795 771
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 773static int
798roll_stat (void) 774roll_stat (void)
799{ 775{
800 int a[4], i, j, k; 776 int a[4], i, j, k;
801 777
802 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
804 780
805 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 782 if (a[i] < k)
807 k = a[i], j = i; 783 k = a[i], j = i;
808 784
809 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 786 if (i != j)
812 k += a[i]; 787 k += a[i];
813 } 788
814 return k; 789 return k;
815} 790}
816 791
817void 792void
818roll_stats (object *op) 793object::roll_stats ()
819{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
820 int sum = 0; 799 int sum = 0;
821 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
823 802
824 do 803 if (sum >= 82 && sum <= 116)
804 break;
825 { 805 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 806
837 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 809
846 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
847 do 811 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 812
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 813 stats.exp = 0;
882 op->stats.ac = 0; 814 stats.ac = 0;
883 815
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
892 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
893} 828}
894 829
895void 830void
896Roll_Again (object *op) 831object::swap_stats (int a, int b)
897{ 832{
898 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 834
903void 835 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
905{ 862{
906 signed char tmp;
907 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
908 864
909 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 869}
1024 870
1025/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1029 * not the class. 875 * not the class.
1030 */ 876 */
1031 877void
1032int 878player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 879{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 882
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 884 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1053 886
1054 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1056 889
1057 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1058 891
1059 if (op->msg) 892 if (ob->msg)
1060 op->msg = NULL; 893 ob->msg = 0;
1061 894
1062 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1063 * to save here. 896 * to save here.
1064 */ 897 */
898 {
899 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1067 903
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 904 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 907 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1076 fix_player (op); 909 ob->update_stats ();
1077 910
1078 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1079 * is one for this race 912 * is one for this race
1080 */ 913 */
1081 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1082 { 915 {
1083 object *tmp; 916 object *tmp;
1084 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1085 918
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 920 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1093 * default initial map */ 926 * default initial map */
1094 tmp->destroy (); 927 tmp->destroy ();
1095 } 928 }
1096 else 929 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
1098 932
1099 return 0; 933void
1100 } 934player::chargen_race_next ()
1101 935{
1102 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1104 */ 938 */
1105 939
1106 tmp_loop = 0; 940 do
1107 while (!tmp_loop)
1108 { 941 {
1109 shstr name = op->name; 942 shstr name = ob->name;
1110 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1111 944
1112 remove_statbonus (op); 945 ob->remove_statbonus ();
1113 op->remove (); 946 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 949 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1119 op->x = x; 952 ob->x = x;
1120 op->y = y; 953 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 957 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 958 }
959 while (!allowed_class (ob));
1127 960
1128 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 963 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 966 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 967}
1190 968
1191void 969void
1192flee_player (object *op) 970flee_player (object *op)
1193{ 971{
1223 { 1001 {
1224 op->enemy = NULL; 1002 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1004 return;
1227 } 1005 }
1006
1228 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1229 1008
1230 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1232 { 1011 {
1233 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1234 1013
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1015 return;
1238 }
1239 } 1016 }
1017
1240 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1020 op->enemy = NULL;
1243} 1021}
1244 1022
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1025 * stop.
1249 */ 1026 */
1250int 1027int
1251check_pick (object *op) 1028check_pick (object *op)
1252{ 1029{
1253 object *tmp, *next; 1030 object *tmp, *next;
1254 int stop = 0; 1031 int stop = 0;
1255 int j, k, wvratio; 1032 int wvratio;
1256 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1257 1034
1258 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1260 return 1; 1037 return 1;
1261 1038
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1109 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1114 }
1115
1366 /* philosophy: 1116 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1121 * example.
1372 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1375 * found object is returned.
1626 */ 1376 */
1627object * 1377object *
1628find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1629{ 1379{
1630 object *tmp = NULL; 1380 object *tmp = 0;
1631 1381
1632 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1636 return op; 1386 return op;
1387
1637 return tmp; 1388 return tmp;
1638} 1389}
1639 1390
1640/* 1391/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1396 */
1646
1647object * 1397object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1399{
1650 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1468 * op = the shooter
1719 * type = bow->race 1469 * type = bow->race
1720 * dir = fire direction 1470 * dir = fire direction
1721 */ 1471 */
1722
1723object * 1472object *
1724pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1725{ 1474{
1726 object *tmp = NULL; 1475 object *tmp = NULL;
1727 maptile *m; 1476 maptile *m;
1792 */ 1541 */
1793int 1542int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1544{
1796 object *left, *bow; 1545 object *left, *bow;
1797 int bowspeed, mflags; 1546 int mflags;
1798 maptile *m; 1547 maptile *m;
1799 1548
1800 if (!dir) 1549 if (!dir)
1801 { 1550 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1552 return 0;
1804 } 1553 }
1805 1554
1806 if (op->type == PLAYER) 1555 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1808 else 1557 else
1809 { 1558 {
1810 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1566 if (!bow)
1818 { 1567 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1569 return 0;
1821 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1822 } 1579 }
1823 1580
1824 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1825 { 1582 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1584 return 0;
1828 } 1585 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1586
1839 if (arrow == NULL) 1587 if (arrow == NULL)
1840 { 1588 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1590 {
1843 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1594 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1848 return 0; 1597 return 0;
1849 } 1598 }
1850 } 1599 }
1851 1600
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1623 return 0;
1875 } 1624 }
1876 1625
1877 arrow->set_owner (op); 1626 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1628 arrow->direction = dir;
1881 arrow->x = sx; 1629
1882 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637#if 0
1638 if (player *pl = op->contr)
1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0;
1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1662
1884 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1885 { 1664 {
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; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1919 } 1672 }
1920 else 1673 else
1921 { 1674 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1675 arrow->level = op->level;
1924 } 1676 arrow->stats.wc -= bow->magic;
1925 1677
1926 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1927 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1928 1683
1929 if (bow->slaying) 1684 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1686
1932 arrow->map = m; 1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1690
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1692 m->insert (arrow, sx, sy, op);
1938 1693
1939 if (!arrow->destroyed ()) 1694 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1695 move_arrow (arrow);
1941 1696
1942 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1962{ 1717{
1963 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
1964 1719
1965 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
1966 { 1721 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1723 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1725 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1727 wcmod = -1;
1728
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1730 }
1975 else if (op->contr->bowtype == bow_threewide) 1731 else if (op->contr->bowtype == bow_threewide)
1976 { 1732 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1738 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 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); 1740 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); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1742 }
1988 else 1743 else
1989 { 1744 {
1990 /* Simple case */ 1745 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1747 }
1748
1993 return ret; 1749 return ret;
1994} 1750}
1995
1996 1751
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1999 */ 1754 */
2000void 1755void
2001fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2002{ 1757{
2003 object *item; 1758 object *item = op->contr->ranged_ob;
2004 1759
2005 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2006 { 1761 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1763 return;
2009 } 1764 }
2010 1765
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1766 if (!item->inv)
2013 { 1767 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1769 return;
2016 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2017 if (item->type == WAND) 1775 if (item->type == WAND)
2018 { 1776 {
2019 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2020 { 1778 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2023 return; 1782 return;
2024 } 1783 }
2025 } 1784 }
2026 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2027 { 1786 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1788 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2031 if (item->type == ROD) 1791 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1793 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2035 return; 1796 return;
2036 } 1797 }
2037 } 1798 }
2038 1799
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1808
2048 if (item->arch) 1809 if (item->arch)
2049 { 1810 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2052 item->speed = 0; 1813 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1814 }
1815
2055 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1818 }
2058 } 1819 }
2059 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1821 drain_rod_charge (item);
2062 }
2063 } 1822 }
2064} 1823}
2065 1824
2066/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2067 */ 1826 */
2068void 1827bool
2069fire (object *op, int dir) 1828fire (object *op, int dir)
2070{ 1829{
2071 int spellcost = 0; 1830 int spellcost = 0;
2072 1831
2073 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2075 make_visible (op); 1834 make_visible (op);
2076 1835
2077 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
2078 { 1842 }
2079 case range_none:
2080 return;
2081 1843
2082 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2083 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2084 return; 1861 break;
2085 1862
2086 case range_magic: /* Casting spells */ 1863 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1865 break;
2089 1866
2090 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2091 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2092 return; 1877 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1878 }
2120}
2121 1879
2122 1880 return true;
1881}
2123 1882
2124/* find_key 1883/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1884 * 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 1885 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1888 * pl is the player,
2130 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
2133 */ 1892 */
2134
2135object * 1893object *
2136find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
2137{ 1895{
2138 object *tmp, *key; 1896 object *tmp, *key;
2139 1897
2140 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1899 if (!container->inv)
2142 return NULL; 1900 return 0;
2143 1901
2144 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1904 {
2147 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1906 break;
2149 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
2151 */ 1909 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1911 break;
2154 } 1912 }
1913
2155 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1915 /* 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 1916 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1917 * a key, return
2159 */ 1918 */
2160 if (!tmp) 1919 if (!tmp)
2161 { 1920 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1922 {
2164 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1925 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
2168 return key; 1927 return key;
2169 } 1928 }
2170 } 1929 }
1930
2171 if (!tmp) 1931 if (!tmp)
2172 return NULL; 1932 return NULL;
2173 } 1933 }
1934
2174 /* We get down here if we have found a key. Now if its in a container, 1935 /* 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 1936 * see if we actually want to use it
2176 */ 1937 */
2177 if (pl != container) 1938 if (pl != container)
2178 { 1939 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 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)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1962 return NULL;
2202 } 1963 }
2203 } 1964 }
1965
2204 return tmp; 1966 return tmp;
2205} 1967}
2206 1968
2207/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1972 * 0 otherwise
2211 */ 1973 */
2212static int 1974static int
2213player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
2214{ 1976{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
2219 */ 1980 */
2220 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
2221 1982
2222 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
2223 if (key) 1984 if (key)
2224 { 1985 {
2225 object *container = key->env; 1986 object *container = key->env;
2226 1987
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
2228 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2229 make_visible (op); 1991 make_visible (op);
1992
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2232 if (door->type == DOOR) 1996 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2237 { 1999 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 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 ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2240 } 2002 }
2003
2241 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2244 if (container != op) 2007 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2246 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2247 } 2011 }
2248 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2249 { 2013 {
2250 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2016 return 1;
2253 } 2017 }
2018
2254 return 0; 2019 return 0;
2255} 2020}
2256 2021
2257/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2262 */ 2027 */
2263 2028bool
2264void
2265move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2266{ 2030{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2031 int on_battleground;
2270 maptile *m;
2271 2032
2272 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2274 2035
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2276 2046
2277 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2054 * move_ob uses.
2285 */ 2055 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 maptile *m = op->map->xy_find (nx, ny);
2287 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296 2057
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return;
2301 }
2302
2303 mon = NULL;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2058 /* 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. 2059 * 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 2060 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2061 * on the space
2308 */ 2062 */
2309 while (tmp != NULL) 2063 object *mon;
2310 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2065 {
2312 { 2066 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2314 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2069 && mon != op)
2320 break; 2070 break;
2321 } 2071 }
2322 2072
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2074 return false; /* into a wall */
2331 2075
2332 if (mon->head != NULL)
2333 mon = mon->head; 2076 mon = mon->head_ ();
2334 2077
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2337 return; 2083 return true;
2084 }
2338 2085
2339 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2091 * and thus will not push them.
2345 */ 2092 */
2346 2093
2347 /* If the creature is a pet, push it even if the player is not 2094 /* 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 2095 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2350 */ 2097 */
2351 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2101 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2103 {
2361 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2105 if (op->contr->braced)
2363 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2366 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2116 make_visible (op);
2117
2368 return; 2118 return true;
2369 } 2119 }
2120 else
2121 return false;
2122 }
2370 2123
2371 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2127 * attack them either.
2375 */ 2128 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2131 && ((op->contr->peaceful
2379 (op->contr->peaceful 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2133 && !on_battleground))
2381 && mon->contr-> 2134 {
2382 peaceful)) && 2135 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2136 {
2137 --op->speed_left;
2138
2388 if (!op->contr->braced) 2139 if (!op->contr->braced)
2389 { 2140 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2392 } 2143 }
2393 else 2144 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2146
2397 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2148 make_visible (op);
2399 }
2400 2149
2150 return true;
2151 }
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
2402 * roll it if not braced. You can't roll it if you are braced. 2154 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2155 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2405 { 2159 {
2160 --op->speed_left;
2161
2406 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2408 make_visible (op); 2164 make_visible (op);
2409 }
2410 2165
2166 return true;
2167 }
2168 }
2411 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2174 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2177 {
2421 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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)
2428 { 2179 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2430 2181
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 }
2433
2434 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2435 2183
2436 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is
2439 * the wiz.
2440 */
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 {
2443 short luck = mon->stats.luck;
2444
2445 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL);
2447 mon->stats.luck = luck;
2448 }
2449 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2450 make_visible (op); 2185 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2186
2455int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2456move_player (object *op, int dir) 2195move_player (object *op, int dir)
2457{ 2196{
2458 int pick; 2197 int pick;
2459 2198
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2200 return 0;
2462 2201
2463 /* Sanity check: make sure dir is valid */ 2202 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2203 if ((dir < 0) || (dir >= 9))
2465 { 2204 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2206 return 0;
2468 } 2207 }
2469 2208
2470 /* peterm: added following line */ 2209 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2212
2474 op->facing = dir; 2213 op->facing = dir;
2475 2214
2476 if (op->hide) 2215 if (op->hide)
2477 do_hidden_move (op); 2216 do_hidden_move (op);
2478 2217
2218 bool retval;
2219
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2221 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2482 fire (op, dir); 2223 retval = fire (op, dir);
2483 else 2224 else
2484 { 2225 {
2485 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2227 pick = check_pick (op);
2487 } 2228 }
2488 2229
2489 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2231 * server can handle repeat firing.
2491 */ 2232 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2234 op->direction = dir;
2495 }
2496 else 2235 else
2497 {
2498 op->direction = 0; 2236 op->direction = 0;
2499 } 2237
2500 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2240 * for players.
2503 */ 2241 */
2504 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2505 return 0; 2243
2244 return retval;
2506} 2245}
2507 2246
2508/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2248 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2250 * the new speed values for commands.
2512 * 2251 *
2513 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2514 */ 2255 */
2515int 2256bool
2516handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2517{ 2258{
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)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2260 {
2540 flee_player (op); 2261 if (op->speed_left > 0.f)
2541 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 { 2262 {
2544 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2545 return 0; 2266 return true;
2546 } 2267 }
2268 else
2269 return false;
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 true;
2567 2278
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2572
2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction); 2280 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2281
2584 return 0; 2282 return false;
2585} 2283}
2586 2284
2587int 2285int
2588save_life (object *op) 2286save_life (object *op)
2589{ 2287{
2606 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2607 2305
2608 if (op->stats.food < 0) 2306 if (op->stats.food < 0)
2609 op->stats.food = 999; 2307 op->stats.food = 999;
2610 2308
2611 fix_player (op); 2309 op->update_stats ();
2612 return 1; 2310 return 1;
2613 } 2311 }
2614 2312
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2322 * from.
2625 */ 2323 */
2626void 2324void
2627remove_unpaid_objects (object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2628{ 2326{
2629 object *next;
2630
2631 while (op) 2327 while (op)
2632 { 2328 {
2633 next = op->below; /* Make sure we have a good value, in case 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2330
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2332 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2335
2336 op->insert_at (env);
2644 } 2337 }
2645 else if (op->inv) 2338 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2339 remove_unpaid_objects (op->inv, env);
2647 2340
2648 op = next; 2341 op = next;
2649 } 2342 }
2650} 2343}
2651
2652 2344
2653/* 2345/*
2654 * Returns pointer a static string containing gravestone text 2346 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2347 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2348 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2383 strcat (buf2, buf);
2692 2384
2693 return buf2; 2385 return buf2;
2694} 2386}
2695
2696
2697 2387
2698void 2388void
2699do_some_living (object *op) 2389do_some_living (object *op)
2700{ 2390{
2701 int last_food = op->stats.food; 2391 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2397 int rate_grace = 2000;
2708 const int max_hp = 1; 2398 const int max_hp = 1;
2709 const int max_sp = 1; 2399 const int max_sp = 1;
2710 const int max_grace = 1; 2400 const int max_grace = 1;
2711 2401
2712 if (op->contr->outputs_sync) 2402 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 } 2403 {
2404 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2411 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2413 {
2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2419 }
2718 2420
2719 if (op->contr->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2720 { 2422 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2424 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2425 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2427 else
2727 { 2428 {
2728 gen_hp = op->stats.maxhp; 2429 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2430 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2431 }
2432
2731 if (op->contr->gen_sp >= 0) 2433 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2434 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2435 else
2734 { 2436 {
2735 gen_sp = op->stats.maxsp; 2437 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2438 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2439 }
2440
2738 if (op->contr->gen_grace >= 0) 2441 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2443 else
2741 { 2444 {
2742 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2447 }
2745 2448
2746 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2451 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2452 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) 2453 if (op->stats.sp < op->stats.maxsp)
2751 { 2454 {
2752 op->stats.sp++; 2455 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2461 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2463 op->stats.food = last_food;
2761 } 2464 }
2762 } 2465 }
2466
2763 if (max_sp > 1) 2467 if (max_sp > 1)
2764 { 2468 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2469 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2470 if (over_sp > 0)
2767 { 2471 {
2768 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2769 { 2473 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2477 op->stats.sp--;
2478
2773 if (op->stats.sp > op->stats.maxsp) 2479 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2480 op->stats.sp = op->stats.maxsp;
2775 } 2481 }
2776 op->last_sp = 0; 2482 op->last_sp = 0;
2777 } 2483 }
2778 else 2484 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2486 }
2783 else 2487 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2489 }
2788 2490
2789 /* Regenerate Grace */ 2491 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2493 if (--op->last_grace < 0)
2792 { 2494 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2495 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2795 if (max_grace > 1) 2498 if (max_grace > 1)
2796 { 2499 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2501 if (over_grace > 0)
2799 { 2502 {
2827 op->stats.food += op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2532 op->stats.food = last_food;
2830 } 2533 }
2831 } 2534 }
2535
2832 if (max_hp > 1) 2536 if (max_hp > 1)
2833 { 2537 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2539 if (over_hp > 0)
2836 { 2540 {
2849 } 2553 }
2850 2554
2851 /* Digestion */ 2555 /* Digestion */
2852 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2853 { 2557 {
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; 2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2559
2861 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2562 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2865 /* dms do not consume food */ 2565 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2567 op->stats.food--;
2868 } 2568 }
2869 }
2870 2569
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2571 {
2873 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2874 2573
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2575 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2583 break;
2885 } 2584 }
2886 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2887 flesh = tmp; 2586 flesh = tmp;
2888 } /* End if paid for object */ 2587 } /* End if paid for object */
2889 } /* end of for loop */ 2588 } /* end of for loop */
2589
2890 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2591 * eat flesh instead.
2892 */ 2592 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2594 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2897 } 2597 }
2898 } /* end if player is starving */ 2598 }
2899 2599
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2902 2602
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2604 kill_player (op);
2605 }
2905} 2606}
2906
2907
2908 2607
2909/* If the player should die (lack of hp, food, etc), we call this. 2608/* 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 2609 * 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 2610 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2611 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2641 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..."); 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2643
2945 /* restore player */ 2644 /* restore player */
2946 at = archetype::find ("poisoning"); 2645 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2647 {
2950 tmp->destroy (); 2648 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2650 }
2953 2651
2954 at = archetype::find ("confusion"); 2652 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2654 {
2958 tmp->destroy (); 2655 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2657 }
2961 2658
2963 op->stats.hp = op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2661 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2662 op->stats.food = 999;
2966 2663
2967 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2666 {
2971 sprintf (buf, "%s's finger", &op->name); 2667 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2668 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " 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); 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2672 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2673 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2675 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2676 }
2982 2677
2983 /* teleport defeated player to new destination */ 2678 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2680 op->contr->braced = 0;
2990 2685
2991 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2992 2687
2993 if (op->stats.food < 0) 2688 if (op->stats.food < 0)
2994 { 2689 {
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); 2690 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2691 strcpy (op->contr->killer, "starvation");
3004 } 2692 }
3005 else 2693 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); 2694 sprintf (buf, "%s died.", &op->name);
3015 } 2695
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2697
3018 /* save the map location for corpse, gravestone */ 2698 /* save the map location for corpse, gravestone */
3019 x = op->x; 2699 x = op->x;
3020 y = op->y; 2700 y = op->y;
3021 map = op->map; 2701 map = op->map;
3022 2702
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2704 * 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. 2705 * See the config.h file for a little more in depth detail about this.
3029 */ 2706 */
3030 2707
3031 /* Basically two ways to go - remove a stat permanently, or just 2708 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2709 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2710 * of death.
3034 */ 2711 */
3035#ifndef COZY_SERVER 2712#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2713 if (settings.balanced_stat_loss)
3037 { 2714 {
3038 /* If stat loss is permanent, lose one stat only. */ 2715 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2716 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2717 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2718 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2719 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2720 little bit harder. */
3044 /* GD */ 2721 /* GD */
3045 if (settings.stat_loss_on_death) 2722 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2723 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2724 else
3051 { 2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 }
2727 else
3052 num_stats_lose = 1; 2728 num_stats_lose = 1;
3053 } 2729
3054 lost_a_stat = 0; 2730 lost_a_stat = 0;
3055 2731
3056 for (z = 0; z < num_stats_lose; z++) 2732 for (z = 0; z < num_stats_lose; z++)
3057 { 2733 {
3058 i = RANDOM () % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
3059 2735
3060 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
2737 {
2738 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost.
2740 */
2741 change_attr_value (&(op->stats), i, -1);
2742 check_stat_bounds (&(op->stats));
2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2744 check_stat_bounds (&(op->contr->orig_stats));
2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2746 lost_a_stat = 1;
2747 }
2748 else
2749 {
2750 /* deplete a stat */
2751 archetype *deparch = archetype::find ("depletion");
2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
3061 { 2756 {
3062 /* Pick a random stat and take a point off it. Tell the player 2757 dep = arch_to_object (deparch);
3063 * what he lost. 2758 insert_ob_in_ob (dep, op);
3064 */
3065 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1;
3071 } 2759 }
3072 else 2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss)
3073 { 2762 {
3074 /* deplete a stat */ 2763 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2764 /* Get the stat that we're about to deplete. */
3076 object *dep; 2765 this_stat = get_attr_value (&(dep->stats), i);
3077 2766 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2767 {
3081 dep = arch_to_object (deparch); 2768 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2769 int keep_chance = this_stat * this_stat;
3083 } 2770
3084 lose_this_stat = 1; 2771 /* 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) 2772 if (keep_chance < 1)
2773 keep_chance = 1;
2774
2775 /* There is a maximum depletion total per level. */
2776 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2777 {
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; 2778 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2779 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2780 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 } 2781 }
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 */ 2782 else
3126 if (this_stat >= -50)
3127 { 2783 {
3128 change_attr_value (&(dep->stats), i, -1); 2784 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; 2785 lose_this_stat = 0;
2786 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2787 this_stat, keep_chance, loss_chance,
2788 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2789 }
3134 } 2790 }
3135 } 2791 }
2792
2793 if (lose_this_stat)
2794 {
2795 this_stat = get_attr_value (&(dep->stats), i);
2796 /* We could try to do something clever like find another
2797 * stat to reduce if this fails. But chances are, if
2798 * stats have been depleted to -50, all are pretty low
2799 * and should be roughly the same, so it shouldn't make a
2800 * difference.
2801 */
2802 if (this_stat >= -50)
2803 {
2804 change_attr_value (&(dep->stats), i, -1);
2805 SET_FLAG (dep, FLAG_APPLIED);
2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2807 op->update_stats ();
2808 lost_a_stat = 1;
2809 }
3136 } 2810 }
2811 }
2812 }
3137 /* If no stat lost, tell the player. */ 2813 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2814 if (!lost_a_stat)
3139 { 2815 {
3140 /* determine_god() seems to not work sometimes... why is this? 2816 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2817 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2818 const char *god = determine_god (op);
3143 2819
3144 if (god && (strcmp (god, "none"))) 2820 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); 2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2822 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2824 }
3149#else 2825#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2827#endif
3152 2828
3153 /* Put a gravestone up where the character 'almost' died. List the 2829 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2830 * exp loss on the stone.
3155 */ 2831 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2832 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2833 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2834 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2835 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2836 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); 2837 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; 2838 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2839 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2841
3166 /**************************************/ 2842 /**************************************/
3167 /* */ 2843 /* */
3168 /* Subtract the experience points, */ 2844 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2845 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2846 /* food, and reset HP's... */
3171 /* */ 2847 /* */
3172 /**************************************/ 2848 /**************************************/
3173 2849
3174 /* remove any poisoning and confusion the character may be suffering. */ 2850 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2851 /* restore player */
3176 at = archetype::find ("poisoning"); 2852 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2853 tmp = present_arch_in_ob (at, op);
3178 2854
3179 if (tmp) 2855 if (tmp)
3180 { 2856 {
3181 tmp->destroy (); 2857 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2859 }
3184 2860
3185 at = archetype::find ("confusion"); 2861 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2862 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2863 if (tmp)
3188 { 2864 {
3189 tmp->destroy (); 2865 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2867 }
3192 2868
3193 cure_disease (op, 0); /* remove any disease */ 2869 cure_disease (op, 0); /* remove any disease */
3194 2870
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2871 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2872 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2873 if (op->stats.food < 100)
3198 op->stats.food = 900; 2874 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2878
3203 /* 2879 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2880 * 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 2881 * and put them back in the map.
3206 * in the map. 2882 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
3211 2884
3212 /****************************************/ 2885 /****************************************/
3213 /* */ 2886 /* */
3214 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
3216 /* */ 2889 /* */
3217 /****************************************/ 2890 /****************************************/
3218 2891
3219 enter_player_savebed (op); 2892 enter_player_savebed (op);
3220 2893
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2894 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2895
3227 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2899 * on the space that might harm the player.
3231 */ 2900 */
3232 will_kill_again = 0; 2901 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2902 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2903 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2904 will_kill_again |= tmp->attacktype;
3236 2905
3237 if (will_kill_again) 2906 if (will_kill_again)
3238 { 2907 {
3239 object *force; 2908 object *force;
3240 int at; 2909 int at;
3241 2910
3242 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2913 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2918 force->resist[at] = 100;
3250 2919
3251 insert_ob_in_ob (force, op); 2920 insert_ob_in_ob (force, op);
3252 fix_player (op); 2921 op->update_stats ();
3253 2922
3254 } 2923 }
3255 2924
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2925 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} 2926}
3325
3326 2927
3327void 2928void
3328loot_object (object *op) 2929loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2930{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2931 object *tmp, *tmp2, *next;
3331 2932
3332 if (op->container) 2933 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2934
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2935 for (tmp = op->inv; tmp; tmp = next)
3338 { 2936 {
3339 next = tmp->below; 2937 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2938
2939 if (tmp->invisible)
3341 continue; 2940 continue;
2941
3342 tmp->remove (); 2942 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2944
3344 if (tmp->type == CONTAINER) 2945 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2946 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2947
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2949 {
3350 if (tmp->nrof > 1) 2950 if (tmp->nrof > 1)
3351 { 2951 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2953 tmp2->destroy ();
3364/* 2964/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2967 * was changed.
3368 */ 2968 */
3369
3370void 2969void
3371fix_weight (void) 2970fix_weight (void)
3372{ 2971{
3373 player *pl; 2972 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2973 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2975
3379 if (old == sum) 2976 if (old == sum)
3380 continue; 2977 continue;
3381 fix_player (pl->ob); 2978 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2980 }
3384} 2981}
3385 2982
3386void 2983void
3387fix_luck (void) 2984fix_luck (void)
3388{ 2985{
3389 player *pl; 2986 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2987 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2988 pl->ob->change_luck (0);
3394} 2989}
3395
3396 2990
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2991/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2992 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2993 * just treat this as any other spell casting object.
3400 */ 2994 */
3401
3402void 2995void
3403cast_dust (object *op, object *throw_ob, int dir) 2996cast_dust (object *op, object *throw_ob, int dir)
3404{ 2997{
3405 object *skop, *spob; 2998 object *skop, *spob;
3406 2999
3440 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3441 { 3034 {
3442 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3444 } 3037 }
3038
3445 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3446} 3040}
3447 3041
3448int 3042int
3449is_true_undead (object *op) 3043is_true_undead (object *op)
3450{ 3044{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3046 return 1;
3455 3047
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; 3048 return 0;
3462} 3049}
3463 3050
3464/* look at the surrounding terrain to determine 3051/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3052 * the hideability of this object. Positive levels
3507/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 3098 */
3512
3513void 3099void
3514do_hidden_move (object *op) 3100do_hidden_move (object *op)
3515{ 3101{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3517 object *skop; 3103 object *skop;
3521 3107
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3109
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3111 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3112 if (!skop || num >= skop->level)
3528 { 3113 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3114 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3115 make_visible (op);
3531 return; 3116 return;
3532 } 3117 }
3533 else 3118 else
3534 num += 20; 3119 num += 20;
3535 } 3120
3536 num += op->map->difficulty; 3121 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3123 num -= hide;
3124
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3126 {
3541 make_visible (op); 3127 make_visible (op);
3542 if (op->type == PLAYER) 3128 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3130 }
3545 else if (op->type == PLAYER && skop) 3131 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3133}
3550 3134
3551/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3552 3136
3553int 3137int
3580 if (mflags & P_OUT_OF_MAP) 3164 if (mflags & P_OUT_OF_MAP)
3581 continue; 3165 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3166 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3167 continue;
3584 3168
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3169 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3170 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3171 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3172 return 1;
3589 else if (tmp->type == PLAYER) 3173 else if (tmp->type == PLAYER)
3590 { 3174 {
3620 if (pl->type != PLAYER) 3204 if (pl->type != PLAYER)
3621 { 3205 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3207 return -1;
3624 } 3208 }
3209
3625 if (!pl || !op) 3210 if (!pl || !op)
3626 return 0; 3211 return 0;
3627 3212
3628 if (op->head)
3629 {
3630 op = op->head; 3213 op = op->head_ ();
3631 } 3214
3632 get_rangevector (pl, op, &rv, 0x1); 3215 get_rangevector (pl, op, &rv, 0x1);
3633 3216
3634 /* starting with the 'head' part, lets loop 3217 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3218 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3219 * part that is in the los array but isnt on
3644 3227
3645 /* only the viewable area the player sees is updated by LOS 3228 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3229 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3230 * for any meaningful values.
3648 */ 3231 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3235 return 1;
3653 op = op->more; 3236 op = op->more;
3654 } 3237 }
3655 return 0; 3238 return 0;
3656} 3239}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3337 int i = 0, j = 0;
3755 3338
3756 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3765 3348
3766 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3767 return; 3350 return;
3768 3351
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3353
3771 if (tr == NULL || tr->item == NULL) 3354 if (!tr || !tr->item)
3772 { 3355 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3357 return;
3775 } 3358 }
3776 3359
3842 { 3425 {
3843 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3427 object *skin;
3845 3428
3846 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3430 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); 3431 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3432 ;
3433
3848 if (skin == NULL) 3434 if (!skin)
3849 return; 3435 return;
3850 3436
3851 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3439 {
3898 * not readied. 3484 * not readied.
3899 */ 3485 */
3900void 3486void
3901player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3902{ 3488{
3903 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3904 3491
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3906 { 3493 pl->combat_ob = 0;
3494
3907 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3908 { 3496 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines