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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC vs.
Revision 1.145 by root, Mon May 28 21:28:36 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 (ob);
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 = 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
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 4;
331 outputs_count = 4;
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
307/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
309 * mode. 370 * mode.
310 */ 371 */
311 372player *
312int 373player::create ()
313add_player (client *ns)
314{ 374{
315 player *p = new player; 375 player *pl = new player;
316 376
317 p->socket = ns; 377 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 378
320 p->next = first_player; 379 pl->ob->roll_stats ();
321 first_player = p; 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
322 382
323 p = get_player (p);
324
325 set_first_map (p->ob); 383 set_first_map (pl->ob);
326 384
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
333 get_name (p->ob);
334
335 return 0; 385 return pl;
336} 386}
337 387
338/* 388/*
339 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
365 415
366object * 416object *
367get_nearest_player (object *mon) 417get_nearest_player (object *mon)
368{ 418{
369 object *op = NULL; 419 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 420 objectlink *ol;
372 unsigned lastdist; 421 unsigned lastdist;
373 rv_vector rv; 422 rv_vector rv;
374 423
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 425 {
377 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 433 object *tmp = ol->ob;
385 434
386 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 436 * itself will have been cleared.
388 */ 437 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
390 ol = ol->next; 440 ol = ol->next;
391 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
392 if (!ol) 442 if (!ol)
393 return op; 443 return op;
394 } 444 }
407 { 457 {
408 op = ol->ob; 458 op = ol->ob;
409 lastdist = rv.distance; 459 lastdist = rv.distance;
410 } 460 }
411 } 461 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 462
413 { 463 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
418 { 466 {
419 op = pl->ob; 467 op = pl->ob;
420 lastdist = rv.distance; 468 lastdist = rv.distance;
421 } 469 }
422 } 470
423 }
424#if 0 471#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 473#endif
427 return op; 474 return op;
428} 475}
446 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 495 * is probably not a good thing.
449 */ 496 */
450#define MAX_SPACES 50 497#define MAX_SPACES 50
451
452 498
453/* 499/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 533 x = mon->x;
488 y = mon->y; 534 y = mon->y;
489 m = mon->map; 535 m = mon->map;
490 dir = rv.direction; 536 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
493 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 541 if (diff > max)
495 return 0; 542 return 0;
543
496 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
497 { 545 {
498 lastx = x; 546 lastx = x;
499 lasty = y; 547 lasty = y;
500 lastmap = m; 548 lastmap = m;
582 max--; 630 max--;
583 lastdir = dir; 631 lastdir = dir;
584 if (!firstdir) 632 if (!firstdir)
585 firstdir = dir; 633 firstdir = dir;
586 } 634 }
635
587 if (diff <= 1) 636 if (diff <= 1)
588 { 637 {
589 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 639 * headed toward player for entire distance.
591 */ 640 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 643 }
644
595 if (diff > max) 645 if (diff > max)
596 return 0; 646 return 0;
597 } 647 }
648
598 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
599 if (!max) 650 if (!max)
600 return 0; 651 return 0;
601 652
602 return firstdir; 653 return firstdir;
695 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
696 link_player_skills (pl); 747 link_player_skills (pl);
697} 748}
698 749
699void 750void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
785{ 752{
786 if (party == NULL) 753 if (party == NULL)
787 { 754 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 756 return;
790 } 757 }
758
791 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 763}
796
797 764
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 766static int
800roll_stat (void) 767roll_stat (void)
801{ 768{
802 int a[4], i, j, k; 769 int a[4], i, j, k;
803 770
804 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
806 773
807 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 775 if (a[i] < k)
809 k = a[i], j = i; 776 k = a[i], j = i;
810 777
811 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 779 if (i != j)
814 k += a[i]; 780 k += a[i];
815 } 781
816 return k; 782 return k;
817} 783}
818 784
819void 785void
820roll_stats (object *op) 786object::roll_stats ()
821{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
822 int sum = 0; 792 int sum = 0;
823 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
825 795
826 do 796 if (sum >= 82 && sum <= 116)
797 break;
827 { 798 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 799
839 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 802
848 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
849 do 804 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 805
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 806 stats.exp = 0;
884 op->stats.ac = 0; 807 stats.ac = 0;
885 808
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
894 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
895} 821}
896 822
897void 823void
898Roll_Again (object *op) 824object::swap_stats (int a, int b)
899{ 825{
900 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 827
905void 828 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
907{ 855{
908 signed char tmp;
909 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
910 857
911 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 862}
1026 863
1027/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1031 * not the class. 868 * not the class.
1032 */ 869 */
1033 870void
1034int 871player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 872{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 875
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 877 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
1055 879
1056 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1058 882
1059 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1060 884
1061 if (op->msg) 885 if (ob->msg)
1062 op->msg = NULL; 886 ob->msg = 0;
1063 887
1064 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
1065 * to save here. 889 * to save here.
1066 */ 890 */
891 {
892 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1069 896
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 897 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 900 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1078 fix_player (op); 902 ob->update_stats ();
1079 903
1080 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1081 * is one for this race 905 * is one for this race
1082 */ 906 */
1083 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1084 { 908 {
1085 object *tmp; 909 object *tmp;
1086 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1087 911
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 913 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1095 * default initial map */ 919 * default initial map */
1096 tmp->destroy (); 920 tmp->destroy ();
1097 } 921 }
1098 else 922 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
1100 925
1101 return 0; 926void
1102 } 927player::chargen_race_next ()
1103 928{
1104 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1106 */ 931 */
1107 932
1108 tmp_loop = 0; 933 do
1109 while (!tmp_loop)
1110 { 934 {
1111 shstr name = op->name; 935 shstr name = ob->name;
1112 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1113 937
1114 remove_statbonus (op); 938 ob->remove_statbonus ();
1115 op->remove (); 939 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 942 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1121 op->x = x; 945 ob->x = x;
1122 op->y = y; 946 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 950 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 951 }
952 while (!allowed_class (ob));
1129 953
1130 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 956 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 959 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 960}
1192 961
1193void 962void
1194flee_player (object *op) 963flee_player (object *op)
1195{ 964{
1242 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1013 op->enemy = NULL;
1245} 1014}
1246 1015
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1018 * stop.
1251 */ 1019 */
1252int 1020int
1253check_pick (object *op) 1021check_pick (object *op)
1254{ 1022{
1255 object *tmp, *next; 1023 object *tmp, *next;
1256 int stop = 0; 1024 int stop = 0;
1257 int j, k, wvratio; 1025 int wvratio;
1258 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1259 1027
1260 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1262 return 1; 1030 return 1;
1263 1031
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1102 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1107 }
1108
1368 /* philosophy: 1109 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1110 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1113 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1114 * example.
1374 * The drawback: right now it has no frontend, so you need to 1115 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1116 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1368 * found object is returned.
1628 */ 1369 */
1629object * 1370object *
1630find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1631{ 1372{
1632 object *tmp = NULL; 1373 object *tmp = 0;
1633 1374
1634 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1638 return op; 1379 return op;
1380
1639 return tmp; 1381 return tmp;
1640} 1382}
1641 1383
1642/* 1384/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1389 */
1648
1649object * 1390object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1392{
1652 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1461 * op = the shooter
1721 * type = bow->race 1462 * type = bow->race
1722 * dir = fire direction 1463 * dir = fire direction
1723 */ 1464 */
1724
1725object * 1465object *
1726pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1727{ 1467{
1728 object *tmp = NULL; 1468 object *tmp = NULL;
1729 maptile *m; 1469 maptile *m;
1794 */ 1534 */
1795int 1535int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1537{
1798 object *left, *bow; 1538 object *left, *bow;
1799 int bowspeed, mflags; 1539 int mflags;
1800 maptile *m; 1540 maptile *m;
1801 1541
1802 if (!dir) 1542 if (!dir)
1803 { 1543 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1545 return 0;
1806 } 1546 }
1807 1547
1808 if (op->type == PLAYER) 1548 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1810 else 1550 else
1811 { 1551 {
1812 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1559 if (!bow)
1820 { 1560 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1562 return 0;
1823 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1824 } 1572 }
1825 1573
1826 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1827 { 1575 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1577 return 0;
1830 } 1578 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1579
1841 if (arrow == NULL) 1580 if (arrow == NULL)
1842 { 1581 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1583 {
1845 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1587 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1850 return 0; 1590 return 0;
1851 } 1591 }
1852 } 1592 }
1853 1593
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1616 return 0;
1877 } 1617 }
1878 1618
1879 arrow->set_owner (op); 1619 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1621 arrow->direction = dir;
1883 arrow->x = sx; 1622
1884 arrow->y = sy; 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1655
1886 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1887 { 1657 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1921 } 1665 }
1922 else 1666 else
1923 { 1667 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1668 arrow->level = op->level;
1926 } 1669 arrow->stats.wc -= bow->magic;
1927 1670
1928 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1929 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1930 1676
1931 if (bow->slaying) 1677 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1679
1934 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1683
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1940 1686
1941 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1688 move_arrow (arrow);
1943 1689
1944 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1964{ 1710{
1965 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1966 1712
1967 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1968 { 1714 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1716 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1718 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1720 wcmod = -1;
1721
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1723 }
1977 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1978 { 1725 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1731 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1735 }
1990 else 1736 else
1991 { 1737 {
1992 /* Simple case */ 1738 /* Simple case */
1993 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);
1994 } 1740 }
1741
1995 return ret; 1742 return ret;
1996} 1743}
1997
1998 1744
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
2001 */ 1747 */
2002void 1748void
2003fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2004{ 1750{
2005 object *item; 1751 object *item = op->contr->ranged_ob;
2006 1752
2007 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2008 { 1754 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1756 return;
2011 } 1757 }
2012 1758
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1759 if (!item->inv)
2015 { 1760 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1762 return;
2018 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2019 if (item->type == WAND) 1768 if (item->type == WAND)
2020 { 1769 {
2021 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2022 { 1771 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
2025 return; 1775 return;
2026 } 1776 }
2027 } 1777 }
2028 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2029 { 1779 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1781 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2033 if (item->type == ROD) 1784 if (item->type == ROD)
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1786 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
2037 return; 1789 return;
2038 } 1790 }
2039 } 1791 }
2040 1792
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1801
2050 if (item->arch) 1802 if (item->arch)
2051 { 1803 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2054 item->speed = 0; 1806 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1807 }
1808
2057 if ((tmp = item->in_player ())) 1809 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1811 }
2060 } 1812 }
2061 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1814 drain_rod_charge (item);
2064 }
2065 } 1815 }
2066} 1816}
2067 1817
2068/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2069 */ 1819 */
2070void 1820bool
2071fire (object *op, int dir) 1821fire (object *op, int dir)
2072{ 1822{
2073 int spellcost = 0; 1823 int spellcost = 0;
2074 1824
2075 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2077 make_visible (op); 1827 make_visible (op);
2078 1828
2079 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
2080 { 1835 }
2081 case range_none:
2082 return;
2083 1836
2084 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
2085 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2086 return; 1854 break;
2087 1855
2088 case range_magic: /* Casting spells */ 1856 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1858 break;
2091 1859
2092 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2093 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2094 return; 1870 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1871 }
2122}
2123 1872
2124 1873 return true;
1874}
2125 1875
2126/* find_key 1876/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1881 * pl is the player,
2132 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2135 */ 1885 */
2136
2137object * 1886object *
2138find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2139{ 1888{
2140 object *tmp, *key; 1889 object *tmp, *key;
2141 1890
2142 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1892 if (!container->inv)
2144 return NULL; 1893 return 0;
2145 1894
2146 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1897 {
2149 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1899 break;
2151 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2153 */ 1902 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1904 break;
2156 } 1905 }
1906
2157 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1910 * a key, return
2161 */ 1911 */
2162 if (!tmp) 1912 if (!tmp)
2163 { 1913 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1915 {
2166 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1918 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2170 return key; 1920 return key;
2171 } 1921 }
2172 } 1922 }
1923
2173 if (!tmp) 1924 if (!tmp)
2174 return NULL; 1925 return NULL;
2175 } 1926 }
1927
2176 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1929 * see if we actually want to use it
2178 */ 1930 */
2179 if (pl != container) 1931 if (pl != container)
2180 { 1932 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1955 return NULL;
2204 } 1956 }
2205 } 1957 }
1958
2206 return tmp; 1959 return tmp;
2207} 1960}
2208 1961
2209/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1965 * 0 otherwise
2213 */ 1966 */
2214static int 1967static int
2215player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2216{ 1969{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2218 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2220 */ 1973 */
2221 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2222 1975
2223 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2224 if (key) 1977 if (key)
2225 { 1978 {
2226 object *container = key->env; 1979 object *container = key->env;
2227 1980
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2229 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2230 make_visible (op); 1984 make_visible (op);
1985
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2233 if (door->type == DOOR) 1989 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2238 { 1992 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2240 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1995 }
1996
2242 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2245 if (container != op) 2000 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2247 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2248 } 2004 }
2249 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2250 { 2006 {
2251 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2009 return 1;
2254 } 2010 }
2011
2255 return 0; 2012 return 0;
2256} 2013}
2257 2014
2258/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2263 */ 2020 */
2264void 2021bool
2265move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2266{ 2023{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2024 int on_battleground;
2270 maptile *m;
2271 2025
2272 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2274 2028
2275 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2276 2039
2277 /* If braced, or can't move to the square, and it is not out of the 2040 /* 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 2041 * 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 2042 * 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 2043 * 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 2044 * 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 2045 * 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 2046 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2047 * move_ob uses.
2285 */ 2048 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 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 2050
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 move there.\n"); */
2300 return;
2301 }
2302
2303 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* 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. 2052 * 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 2053 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2054 * on the space
2308 */ 2055 */
2309 while (tmp) 2056 object *mon;
2310 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2058 {
2312 { 2059 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2314 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2062 && mon != op)
2320 break; 2063 break;
2321 } 2064 }
2322 2065
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) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2067 return false; /* into a wall */
2331 2068
2332 if (mon->head)
2333 mon = mon->head; 2069 mon = mon->head_ ();
2334 2070
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2337 return; 2076 return true;
2077 }
2338 2078
2339 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2084 * and thus will not push them.
2345 */ 2085 */
2346 2086
2347 /* If the creature is a pet, push it even if the player is not 2087 /* 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 2088 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2350 */ 2090 */
2351 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2094 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2096 {
2361 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2098 if (op->contr->braced)
2363 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2366 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2109 make_visible (op);
2110
2368 return; 2111 return true;
2369 } 2112 }
2113 else
2114 return false;
2115 }
2370 2116
2371 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2120 * attack them either.
2375 */ 2121 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2124 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2387 { 2129 {
2130 --op->speed_left;
2131
2388 if (!op->contr->braced) 2132 if (!op->contr->braced)
2389 { 2133 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2392 } 2136 }
2393 else 2137 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2395 2139
2396 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2141 make_visible (op);
2398 }
2399 2142
2143 return true;
2144 }
2145 }
2400 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2401 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2148 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2404 { 2152 {
2153 --op->speed_left;
2154
2405 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2407 make_visible (op); 2157 make_visible (op);
2408 }
2409 2158
2159 return true;
2160 }
2161 }
2410 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2167 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2170 {
2420 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2172 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2174
2433 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2176
2449 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2450 make_visible (op); 2178 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2179
2455int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2456move_player (object *op, int dir) 2188move_player (object *op, int dir)
2457{ 2189{
2458 int pick; 2190 int pick;
2459 2191
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2193 return 0;
2462 2194
2463 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2465 { 2197 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2199 return 0;
2468 } 2200 }
2469 2201
2470 /* peterm: added following line */ 2202 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2205
2474 op->facing = dir; 2206 op->facing = dir;
2475 2207
2476 if (op->hide) 2208 if (op->hide)
2477 do_hidden_move (op); 2209 do_hidden_move (op);
2478 2210
2211 bool retval;
2212
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2214 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2482 fire (op, dir); 2216 retval = fire (op, dir);
2483 else 2217 else
2484 { 2218 {
2485 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2220 pick = check_pick (op);
2487 } 2221 }
2488 2222
2489 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2224 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2233 * for players.
2500 */ 2234 */
2501 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2502 return 0; 2236
2237 return retval;
2503} 2238}
2504 2239
2505/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2241 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2243 * the new speed values for commands.
2509 * 2244 *
2510 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2511 */ 2248 */
2512int 2249bool
2513handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2514{ 2251{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2253 {
2537 flee_player (op); 2254 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2255 {
2541 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2542 return 0; 2259 return true;
2543 } 2260 }
2261 else
2262 return false;
2544 } 2263 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2264
2554 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2267 * called, so we recheck it here.
2557 */ 2268 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2269 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2270 return true;
2564 2271
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2274
2581 return 0; 2275 return false;
2582} 2276}
2583 2277
2584int 2278int
2585save_life (object *op) 2279save_life (object *op)
2586{ 2280{
2603 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2604 2298
2605 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2606 op->stats.food = 999; 2300 op->stats.food = 999;
2607 2301
2608 fix_player (op); 2302 op->update_stats ();
2609 return 1; 2303 return 1;
2610 } 2304 }
2611 2305
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2315 * from.
2622 */ 2316 */
2623void 2317void
2624remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2625{ 2319{
2626 object *next;
2627
2628 while (op) 2320 while (op)
2629 { 2321 {
2630 next = op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2323
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2325 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2641 } 2330 }
2642 else if (op->inv) 2331 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2644 2333
2645 op = next; 2334 op = next;
2646 } 2335 }
2647} 2336}
2648
2649 2337
2650/* 2338/*
2651 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2376 strcat (buf2, buf);
2689 2377
2690 return buf2; 2378 return buf2;
2691} 2379}
2692
2693
2694 2380
2695void 2381void
2696do_some_living (object *op) 2382do_some_living (object *op)
2697{ 2383{
2698 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2390 int rate_grace = 2000;
2705 const int max_hp = 1; 2391 const int max_hp = 1;
2706 const int max_sp = 1; 2392 const int max_sp = 1;
2707 const int max_grace = 1; 2393 const int max_grace = 1;
2708 2394
2709 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2710 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2715 2413
2716 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2717 { 2415 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2420 else
2724 { 2421 {
2725 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2424 }
2425
2728 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2428 else
2731 { 2429 {
2732 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2432 }
2433
2735 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2436 else
2738 { 2437 {
2739 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2440 }
2742 2441
2743 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2444 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2748 { 2447 {
2749 op->stats.sp++; 2448 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2456 op->stats.food = last_food;
2758 } 2457 }
2759 } 2458 }
2459
2760 if (max_sp > 1) 2460 if (max_sp > 1)
2761 { 2461 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2463 if (over_sp > 0)
2764 { 2464 {
2765 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2766 { 2466 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2470 op->stats.sp--;
2471
2770 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2772 } 2474 }
2773 op->last_sp = 0; 2475 op->last_sp = 0;
2774 } 2476 }
2775 else 2477 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2479 }
2780 else 2480 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2482 }
2785 2483
2786 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2789 { 2487 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2792 if (max_grace > 1) 2491 if (max_grace > 1)
2793 { 2492 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2494 if (over_grace > 0)
2796 { 2495 {
2824 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2525 op->stats.food = last_food;
2827 } 2526 }
2828 } 2527 }
2528
2829 if (max_hp > 1) 2529 if (max_hp > 1)
2830 { 2530 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2532 if (over_hp > 0)
2833 { 2533 {
2846 } 2546 }
2847 2547
2848 /* Digestion */ 2548 /* Digestion */
2849 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2850 { 2550 {
2851#ifdef COZY_SERVER
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2552
2858 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2555 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2862 /* dms do not consume food */ 2558 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2560 op->stats.food--;
2865 } 2561 }
2866 }
2867 2562
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2564 {
2870 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2871 2566
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2568 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2576 break;
2882 } 2577 }
2883 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2884 flesh = tmp; 2579 flesh = tmp;
2885 } /* End if paid for object */ 2580 } /* End if paid for object */
2886 } /* end of for loop */ 2581 } /* end of for loop */
2582
2887 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2584 * eat flesh instead.
2889 */ 2585 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2587 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2894 } 2590 }
2895 } /* end if player is starving */ 2591 }
2896 2592
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2899 2595
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2597 kill_player (op);
2598 }
2902} 2599}
2903
2904
2905 2600
2906/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2604 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2636
2942 /* restore player */ 2637 /* restore player */
2943 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2640 {
2947 tmp->destroy (); 2641 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2643 }
2950 2644
2951 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2647 {
2955 tmp->destroy (); 2648 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2650 }
2958 2651
2960 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2655 op->stats.food = 999;
2963 2656
2964 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2659 {
2968 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2661 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2665 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2669 }
2979 2670
2980 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2673 op->contr->braced = 0;
2987 2678
2988 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2989 2680
2990 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2991 { 2682 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
3001 } 2685 }
3002 else 2686 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3012 } 2688
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2690
3015 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3016 x = op->x; 2692 x = op->x;
3017 y = op->y; 2693 y = op->y;
3018 map = op->map; 2694 map = op->map;
3019 2695
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
3026 */ 2699 */
3027 2700
3028 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2703 * of death.
3031 */ 2704 */
3032#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3034 { 2707 {
3035 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2710 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2713 little bit harder. */
3041 /* GD */ 2714 /* GD */
3042 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2716 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2717 else
3048 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3049 num_stats_lose = 1; 2721 num_stats_lose = 1;
3050 } 2722
3051 lost_a_stat = 0; 2723 lost_a_stat = 0;
3052 2724
3053 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3054 { 2726 {
3055 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3056 2728
3057 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
2730 {
2731 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost.
2733 */
2734 change_attr_value (&(op->stats), i, -1);
2735 check_stat_bounds (&(op->stats));
2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2737 check_stat_bounds (&(op->contr->orig_stats));
2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2739 lost_a_stat = 1;
2740 }
2741 else
2742 {
2743 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion");
2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
3058 { 2749 {
3059 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3060 * what he lost. 2751 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2752 }
3069 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3070 { 2755 {
3071 /* deplete a stat */ 2756 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3073 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3074 2759 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2760 {
3078 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3080 } 2763
3081 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2770 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2771 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2773 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2774 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2775 else
3123 if (this_stat >= -50)
3124 { 2776 {
3125 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2782 }
3131 } 2783 }
3132 } 2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a
2793 * difference.
2794 */
2795 if (this_stat >= -50)
2796 {
2797 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
3133 } 2803 }
2804 }
2805 }
3134 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2807 if (!lost_a_stat)
3136 { 2808 {
3137 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3140 2812
3141 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2815 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2817 }
3146#else 2818#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2820#endif
3149 2821
3150 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2823 * exp loss on the stone.
3152 */ 2824 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2827 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3158 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); 2830 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);
3159 tmp->msg = buf; 2831 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2834
3163 /**************************************/ 2835 /**************************************/
3164 /* */ 2836 /* */
3165 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3168 /* */ 2840 /* */
3169 /**************************************/ 2841 /**************************************/
3170 2842
3171 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2844 /* restore player */
3173 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
3175 2847
3176 if (tmp) 2848 if (tmp)
3177 { 2849 {
3178 tmp->destroy (); 2850 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2852 }
3181 2853
3182 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2856 if (tmp)
3185 { 2857 {
3186 tmp->destroy (); 2858 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2860 }
3189 2861
3190 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3191 2863
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3195 op->stats.food = 900; 2867 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2871
3200 /* 2872 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3203 * in the map. 2875 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3208 2877
3209 /****************************************/ 2878 /****************************************/
3210 /* */ 2879 /* */
3211 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3213 /* */ 2882 /* */
3214 /****************************************/ 2883 /****************************************/
3215 2884
3216 enter_player_savebed (op); 2885 enter_player_savebed (op);
3217 2886
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2887 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2888
3224 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2892 * on the space that might harm the player.
3228 */ 2893 */
3229 will_kill_again = 0; 2894 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3233 2898
3234 if (will_kill_again) 2899 if (will_kill_again)
3235 { 2900 {
3236 object *force; 2901 object *force;
3237 int at; 2902 int at;
3238 2903
3239 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2906 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2911 force->resist[at] = 100;
3247 2912
3248 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3249 fix_player (op); 2914 op->update_stats ();
3250 2915
3251 } 2916 }
3252 2917
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2919}
3322
3323 2920
3324void 2921void
3325loot_object (object *op) 2922loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3328 2925
3329 if (op->container) 2926 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2927
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3335 { 2929 {
3336 next = tmp->below; 2930 next = tmp->below;
2931
3337 if (tmp->invisible) 2932 if (tmp->invisible)
3338 continue; 2933 continue;
2934
3339 tmp->remove (); 2935 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3341 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2940
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2942 {
3347 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3348 { 2944 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2946 tmp2->destroy ();
3361/* 2957/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2960 * was changed.
3365 */ 2961 */
3366
3367void 2962void
3368fix_weight (void) 2963fix_weight (void)
3369{ 2964{
3370 player *pl; 2965 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2966 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2968
3376 if (old == sum) 2969 if (old == sum)
3377 continue; 2970 continue;
3378 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2973 }
3381} 2974}
3382 2975
3383void 2976void
3384fix_luck (void) 2977fix_luck (void)
3385{ 2978{
3386 player *pl; 2979 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3391} 2982}
3392
3393 2983
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3397 */ 2987 */
3398
3399void 2988void
3400cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3401{ 2990{
3402 object *skop, *spob; 2991 object *skop, *spob;
3403 2992
3437 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3438 { 3027 {
3439 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3441 } 3030 }
3031
3442 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3443} 3033}
3444 3034
3445int 3035int
3446is_true_undead (object *op) 3036is_true_undead (object *op)
3447{ 3037{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3039 return 1;
3452 3040
3453 return 0; 3041 return 0;
3454} 3042}
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3091 */
3504
3505void 3092void
3506do_hidden_move (object *op) 3093do_hidden_move (object *op)
3507{ 3094{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3096 object *skop;
3513 3100
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3102
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3520 { 3106 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3108 make_visible (op);
3523 return; 3109 return;
3524 } 3110 }
3525 else 3111 else
3526 num += 20; 3112 num += 20;
3527 } 3113
3528 num += op->map->difficulty; 3114 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3116 num -= hide;
3117
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3119 {
3533 make_visible (op); 3120 make_visible (op);
3534 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3123 }
3537 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3126}
3542 3127
3543/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3544 3129
3545int 3130int
3612 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3613 { 3198 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3200 return -1;
3616 } 3201 }
3202
3617 if (!pl || !op) 3203 if (!pl || !op)
3618 return 0; 3204 return 0;
3619 3205
3620 if (op->head)
3621 {
3622 op = op->head; 3206 op = op->head_ ();
3623 } 3207
3624 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3625 3209
3626 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3211 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3636 3220
3637 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3222 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3223 * for any meaningful values.
3640 */ 3224 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3228 return 1;
3645 op = op->more; 3229 op = op->more;
3646 } 3230 }
3647 return 0; 3231 return 0;
3648} 3232}
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3330 int i = 0, j = 0;
3747 3331
3748 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3757 3341
3758 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3759 return; 3343 return;
3760 3344
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3346
3763 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3764 { 3348 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3350 return;
3767 } 3351 }
3768 3352
3834 { 3418 {
3835 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3420 object *skin;
3837 3421
3838 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425 ;
3426
3840 if (skin == NULL) 3427 if (!skin)
3841 return; 3428 return;
3842 3429
3843 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3432 {
3890 * not readied. 3477 * not readied.
3891 */ 3478 */
3892void 3479void
3893player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3894{ 3481{
3895 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3896 3484
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3898 { 3486 pl->combat_ob = 0;
3487
3899 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3900 { 3489 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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