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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 1.146 by root, Sun Jun 3 17:05:36 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 = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329}
330
331player::player ()
332{
333 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point.
335 */
336 outputs_sync = 4;
337 outputs_count = 4;
338 unapply = unapply_nochoice;
339
340 savebed_map = first_map_path; /* Init. respawn position */
341
342 gen_sp_armour = 10;
343 bowtype = bow_normal;
344 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers;
347 peaceful = 1; /* default peaceful */
348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
352}
353
354void
355player::do_destroy ()
356{
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
307/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
309 * mode. 376 * mode.
310 */ 377 */
311 378player *
312int 379player::create ()
313add_player (client *ns)
314{ 380{
315 player *p = new player; 381 player *pl = new player;
316 382
317 p->socket = ns; 383 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 384
320 p->next = first_player; 385 pl->ob->roll_stats ();
321 first_player = p; 386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
322 388
323 p = get_player (p);
324
325 set_first_map (p->ob); 389 set_first_map (pl->ob);
326 390
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; 391 return pl;
336} 392}
337 393
338/* 394/*
339 * get_player_archetype() return next player archetype from archetype 395 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 396 * list. Not very efficient routine, but used only creating new players.
365 421
366object * 422object *
367get_nearest_player (object *mon) 423get_nearest_player (object *mon)
368{ 424{
369 object *op = NULL; 425 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 426 objectlink *ol;
372 unsigned lastdist; 427 unsigned lastdist;
373 rv_vector rv; 428 rv_vector rv;
374 429
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 431 {
377 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 439 object *tmp = ol->ob;
385 440
386 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 442 * itself will have been cleared.
388 */ 443 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
390 ol = ol->next; 446 ol = ol->next;
391 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
392 if (!ol) 448 if (!ol)
393 return op; 449 return op;
394 } 450 }
407 { 463 {
408 op = ol->ob; 464 op = ol->ob;
409 lastdist = rv.distance; 465 lastdist = rv.distance;
410 } 466 }
411 } 467 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 468
413 { 469 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 470 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 471 if (lastdist > rv.distance)
418 { 472 {
419 op = pl->ob; 473 op = pl->ob;
420 lastdist = rv.distance; 474 lastdist = rv.distance;
421 } 475 }
422 } 476
423 }
424#if 0 477#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 479#endif
427 return op; 480 return op;
428} 481}
446 * circling behaviour. Unfortunately, this function is also used to determined 499 * 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 500 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 501 * is probably not a good thing.
449 */ 502 */
450#define MAX_SPACES 50 503#define MAX_SPACES 50
451
452 504
453/* 505/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 506 * 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 507 * 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 508 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 539 x = mon->x;
488 y = mon->y; 540 y = mon->y;
489 m = mon->map; 541 m = mon->map;
490 dir = rv.direction; 542 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 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); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
493 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 547 if (diff > max)
495 return 0; 548 return 0;
549
496 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
497 { 551 {
498 lastx = x; 552 lastx = x;
499 lasty = y; 553 lasty = y;
500 lastmap = m; 554 lastmap = m;
582 max--; 636 max--;
583 lastdir = dir; 637 lastdir = dir;
584 if (!firstdir) 638 if (!firstdir)
585 firstdir = dir; 639 firstdir = dir;
586 } 640 }
641
587 if (diff <= 1) 642 if (diff <= 1)
588 { 643 {
589 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 645 * headed toward player for entire distance.
591 */ 646 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 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); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 649 }
650
595 if (diff > max) 651 if (diff > max)
596 return 0; 652 return 0;
597 } 653 }
654
598 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
599 if (!max) 656 if (!max)
600 return 0; 657 return 0;
601 658
602 return firstdir; 659 return firstdir;
695 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
696 link_player_skills (pl); 753 link_player_skills (pl);
697} 754}
698 755
699void 756void
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) 757get_party_password (object *op, partylist *party)
785{ 758{
786 if (party == NULL) 759 if (party == NULL)
787 { 760 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 762 return;
790 } 763 }
764
791 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 769}
796
797 770
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 772static int
800roll_stat (void) 773roll_stat (void)
801{ 774{
802 int a[4], i, j, k; 775 int a[4], i, j, k;
803 776
804 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
806 779
807 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 781 if (a[i] < k)
809 k = a[i], j = i; 782 k = a[i], j = i;
810 783
811 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 785 if (i != j)
814 k += a[i]; 786 k += a[i];
815 } 787
816 return k; 788 return k;
817} 789}
818 790
819void 791void
820roll_stats (object *op) 792object::roll_stats ()
821{ 793{
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
822 int sum = 0; 798 int sum = 0;
823 int i = 0, j = 0; 799 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 800 sum += statsort [i] = roll_stat ();
825 801
826 do 802 if (sum >= 82 && sum <= 116)
803 break;
827 { 804 }
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);
838 805
839 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 807 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;
847 808
848 /* a quick and dirty bubblesort? */ 809 for (int i = 0; i < NUM_STATS; ++i)
849 do 810 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);
864 811
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; 812 stats.exp = 0;
884 op->stats.ac = 0; 813 stats.ac = 0;
885 814
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; 815 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
894 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
895} 827}
896 828
897void 829void
898Roll_Again (object *op) 830object::swap_stats (int a, int b)
899{ 831{
900 esrv_new_player (op->contr, 0); 832 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}
904 833
905void 834 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
907{ 861{
908 signed char tmp;
909 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
910 863
911 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1026 869
1027/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1031 * not the class. 874 * not the class.
1032 */ 875 */
1033 876void
1034int 877player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 878{
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 */ 879 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 881
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 883 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
1055 885
1056 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1058 888
1059 op->contr->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1060 890
1061 if (op->msg) 891 if (ob->msg)
1062 op->msg = NULL; 892 ob->msg = 0;
1063 893
1064 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1065 * to save here. 895 * to save here.
1066 */ 896 */
897 {
898 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1069 902
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 903 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 906 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1078 fix_player (op); 908 ob->update_stats ();
1079 909
1080 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1081 * is one for this race 911 * is one for this race
1082 */ 912 */
1083 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1084 { 914 {
1085 object *tmp; 915 object *tmp;
1086 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1087 917
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 919 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1095 * default initial map */ 925 * default initial map */
1096 tmp->destroy (); 926 tmp->destroy ();
1097 } 927 }
1098 else 928 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
1100 931
1101 return 0; 932void
1102 } 933player::chargen_race_next ()
1103 934{
1104 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1106 */ 937 */
1107 938
1108 tmp_loop = 0; 939 do
1109 while (!tmp_loop)
1110 { 940 {
1111 shstr name = op->name; 941 shstr name = ob->name;
1112 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1113 943
1114 remove_statbonus (op); 944 ob->remove_statbonus ();
1115 op->remove (); 945 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 948 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1121 op->x = x; 951 ob->x = x;
1122 op->y = y; 952 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 956 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 957 }
958 while (!allowed_class (ob));
1129 959
1130 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 962 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 965 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} 966}
1192 967
1193void 968void
1194flee_player (object *op) 969flee_player (object *op)
1195{ 970{
1242 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1019 op->enemy = NULL;
1245} 1020}
1246 1021
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1024 * stop.
1251 */ 1025 */
1252int 1026int
1253check_pick (object *op) 1027check_pick (object *op)
1254{ 1028{
1255 object *tmp, *next; 1029 object *tmp, *next;
1256 int stop = 0; 1030 int stop = 0;
1257 int j, k, wvratio; 1031 int wvratio;
1258 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1259 1033
1260 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1262 return 1; 1036 return 1;
1263 1037
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1108 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1368 /* philosophy: 1115 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1116 * 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 1117 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1120 * example.
1374 * The drawback: right now it has no frontend, so you need to 1121 * 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 1122 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1374 * found object is returned.
1628 */ 1375 */
1629object * 1376object *
1630find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1631{ 1378{
1632 object *tmp = NULL; 1379 object *tmp = 0;
1633 1380
1634 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1638 return op; 1385 return op;
1386
1639 return tmp; 1387 return tmp;
1640} 1388}
1641 1389
1642/* 1390/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1395 */
1648
1649object * 1396object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1398{
1652 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1467 * op = the shooter
1721 * type = bow->race 1468 * type = bow->race
1722 * dir = fire direction 1469 * dir = fire direction
1723 */ 1470 */
1724
1725object * 1471object *
1726pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1727{ 1473{
1728 object *tmp = NULL; 1474 object *tmp = NULL;
1729 maptile *m; 1475 maptile *m;
1794 */ 1540 */
1795int 1541int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1543{
1798 object *left, *bow; 1544 object *left, *bow;
1799 int bowspeed, mflags; 1545 int mflags;
1800 maptile *m; 1546 maptile *m;
1801 1547
1802 if (!dir) 1548 if (!dir)
1803 { 1549 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1551 return 0;
1806 } 1552 }
1807 1553
1808 if (op->type == PLAYER) 1554 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1555 bow = op->current_weapon;
1810 else 1556 else
1811 { 1557 {
1812 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1565 if (!bow)
1820 { 1566 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1568 return 0;
1823 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1824 } 1578 }
1825 1579
1826 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1827 { 1581 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1583 return 0;
1830 } 1584 }
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 1585
1841 if (arrow == NULL) 1586 if (arrow == NULL)
1842 { 1587 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1589 {
1845 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1593 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1850 return 0; 1596 return 0;
1851 } 1597 }
1852 } 1598 }
1853 1599
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1622 return 0;
1877 } 1623 }
1878 1624
1879 arrow->set_owner (op); 1625 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1627 arrow->direction = dir;
1883 arrow->x = sx; 1628
1884 arrow->y = sy; 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636#if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649#endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1661
1886 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1887 { 1663 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1921 } 1671 }
1922 else 1672 else
1923 { 1673 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1674 arrow->level = op->level;
1926 } 1675 arrow->stats.wc -= bow->magic;
1927 1676
1928 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1929 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1930 1682
1931 if (bow->slaying) 1683 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1685
1934 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1689
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1940 1692
1941 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1694 move_arrow (arrow);
1943 1695
1944 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1964{ 1716{
1965 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1966 1718
1967 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1968 { 1720 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1722 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1724 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1726 wcmod = -1;
1727
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1729 }
1977 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1978 { 1731 {
1979 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);
1983 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1737 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 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); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1741 }
1990 else 1742 else
1991 { 1743 {
1992 /* Simple case */ 1744 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1746 }
1747
1995 return ret; 1748 return ret;
1996} 1749}
1997
1998 1750
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
2001 */ 1753 */
2002void 1754void
2003fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
2004{ 1756{
2005 object *item; 1757 object *item = op->contr->ranged_ob;
2006 1758
2007 if (!op->contr->ranges[range_misc]) 1759 if (!item)
2008 { 1760 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1762 return;
2011 } 1763 }
2012 1764
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1765 if (!item->inv)
2015 { 1766 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1768 return;
2018 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
2019 if (item->type == WAND) 1774 if (item->type == WAND)
2020 { 1775 {
2021 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
2022 { 1777 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
2025 return; 1781 return;
2026 } 1782 }
2027 } 1783 }
2028 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2029 { 1785 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1787 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
2033 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1792 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
2037 return; 1795 return;
2038 } 1796 }
2039 } 1797 }
2040 1798
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1807
2050 if (item->arch) 1808 if (item->arch)
2051 { 1809 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
2054 item->speed = 0; 1812 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1813 }
1814
2057 if ((tmp = item->in_player ())) 1815 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1817 }
2060 } 1818 }
2061 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1820 drain_rod_charge (item);
2064 }
2065 } 1821 }
2066} 1822}
2067 1823
2068/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
2069 */ 1825 */
2070void 1826bool
2071fire (object *op, int dir) 1827fire (object *op, int dir)
2072{ 1828{
2073 int spellcost = 0; 1829 int spellcost = 0;
2074 1830
2075 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2077 make_visible (op); 1833 make_visible (op);
2078 1834
2079 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
2080 { 1841 }
2081 case range_none:
2082 return;
2083 1842
2084 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2085 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2086 return; 1860 break;
2087 1861
2088 case range_magic: /* Casting spells */ 1862 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1864 break;
2091 1865
2092 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
2093 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
2094 return; 1876 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 } 1877 }
2122}
2123 1878
2124 1879 return true;
1880}
2125 1881
2126/* find_key 1882/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1887 * pl is the player,
2132 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2135 */ 1891 */
2136
2137object * 1892object *
2138find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2139{ 1894{
2140 object *tmp, *key; 1895 object *tmp, *key;
2141 1896
2142 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1898 if (!container->inv)
2144 return NULL; 1899 return 0;
2145 1900
2146 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1903 {
2149 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1905 break;
2151 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2153 */ 1908 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1910 break;
2156 } 1911 }
1912
2157 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1916 * a key, return
2161 */ 1917 */
2162 if (!tmp) 1918 if (!tmp)
2163 { 1919 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1921 {
2166 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1924 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2170 return key; 1926 return key;
2171 } 1927 }
2172 } 1928 }
1929
2173 if (!tmp) 1930 if (!tmp)
2174 return NULL; 1931 return NULL;
2175 } 1932 }
1933
2176 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
2178 */ 1936 */
2179 if (pl != container) 1937 if (pl != container)
2180 { 1938 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1961 return NULL;
2204 } 1962 }
2205 } 1963 }
1964
2206 return tmp; 1965 return tmp;
2207} 1966}
2208 1967
2209/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1971 * 0 otherwise
2213 */ 1972 */
2214static int 1973static int
2215player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2216{ 1975{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* 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 - 1977 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2220 */ 1979 */
2221 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2222 1981
2223 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
2224 if (key) 1983 if (key)
2225 { 1984 {
2226 object *container = key->env; 1985 object *container = key->env;
2227 1986
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2229 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2230 make_visible (op); 1990 make_visible (op);
1991
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2233 if (door->type == DOOR) 1995 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2238 { 1998 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2241 } 2001 }
2002
2242 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2245 if (container != op) 2006 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2247 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2248 } 2010 }
2249 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2250 { 2012 {
2251 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2015 return 1;
2254 } 2016 }
2017
2255 return 0; 2018 return 0;
2256} 2019}
2257 2020
2258/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2263 */ 2026 */
2264void 2027bool
2265move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2266{ 2029{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2030 int on_battleground;
2270 maptile *m;
2271 2031
2272 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2274 2034
2275 on_battleground = op_on_battleground (op, 0, 0); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2276 2045
2277 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2053 * move_ob uses.
2285 */ 2054 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 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 2056
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 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2060 * on the space
2308 */ 2061 */
2309 while (tmp) 2062 object *mon;
2310 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2064 {
2312 { 2065 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2314 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2068 && mon != op)
2320 break; 2069 break;
2321 } 2070 }
2322 2071
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 */ 2072 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2073 return false; /* into a wall */
2331 2074
2332 if (mon->head)
2333 mon = mon->head; 2075 mon = mon->head_ ();
2334 2076
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2337 return; 2082 return true;
2083 }
2338 2084
2339 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2090 * and thus will not push them.
2345 */ 2091 */
2346 2092
2347 /* If the creature is a pet, push it even if the player is not 2093 /* 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 2094 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2350 */ 2096 */
2351 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2100 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2102 {
2361 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2104 if (op->contr->braced)
2363 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2366 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2115 make_visible (op);
2116
2368 return; 2117 return true;
2369 } 2118 }
2119 else
2120 return false;
2121 }
2370 2122
2371 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2126 * attack them either.
2375 */ 2127 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2130 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2387 { 2135 {
2136 --op->speed_left;
2137
2388 if (!op->contr->braced) 2138 if (!op->contr->braced)
2389 { 2139 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2392 } 2142 }
2393 else 2143 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2395 2145
2396 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2147 make_visible (op);
2398 }
2399 2148
2149 return true;
2150 }
2151 }
2400 /* If the object is a boulder or other rollable object, then 2152 /* 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. 2153 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2154 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2404 { 2158 {
2159 --op->speed_left;
2160
2405 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2407 make_visible (op); 2163 make_visible (op);
2408 }
2409 2164
2165 return true;
2166 }
2167 }
2410 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2169 * 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: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2173 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2176 {
2420 2177 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 { 2178 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2180
2433 skill_attack (mon, op, 0, 0, 0); 2181 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 2182
2449 if (action_makes_visible (op)) 2183 if (action_makes_visible (op))
2450 make_visible (op); 2184 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2185
2455int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2456move_player (object *op, int dir) 2194move_player (object *op, int dir)
2457{ 2195{
2458 int pick; 2196 int pick;
2459 2197
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2199 return 0;
2462 2200
2463 /* Sanity check: make sure dir is valid */ 2201 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2202 if ((dir < 0) || (dir >= 9))
2465 { 2203 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2205 return 0;
2468 } 2206 }
2469 2207
2470 /* peterm: added following line */ 2208 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2211
2474 op->facing = dir; 2212 op->facing = dir;
2475 2213
2476 if (op->hide) 2214 if (op->hide)
2477 do_hidden_move (op); 2215 do_hidden_move (op);
2478 2216
2217 bool retval;
2218
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2220 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2482 fire (op, dir); 2222 retval = fire (op, dir);
2483 else 2223 else
2484 { 2224 {
2485 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2226 pick = check_pick (op);
2487 } 2227 }
2488 2228
2489 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2230 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2239 * for players.
2500 */ 2240 */
2501 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2502 return 0; 2242
2243 return retval;
2503} 2244}
2504 2245
2505/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2247 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2249 * the new speed values for commands.
2509 * 2250 *
2510 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2511 */ 2254 */
2512int 2255bool
2513handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2514{ 2257{
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)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2259 {
2537 flee_player (op); 2260 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 { 2261 {
2541 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2542 return 0; 2265 return true;
2543 } 2266 }
2267 else
2268 return false;
2544 } 2269 }
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 2270
2554 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2273 * called, so we recheck it here.
2557 */ 2274 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2275 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; 2276 return true;
2564 2277
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 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); 2279 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2280
2581 return 0; 2281 return false;
2582} 2282}
2583 2283
2584int 2284int
2585save_life (object *op) 2285save_life (object *op)
2586{ 2286{
2603 op->stats.hp = op->stats.maxhp; 2303 op->stats.hp = op->stats.maxhp;
2604 2304
2605 if (op->stats.food < 0) 2305 if (op->stats.food < 0)
2606 op->stats.food = 999; 2306 op->stats.food = 999;
2607 2307
2608 fix_player (op); 2308 op->update_stats ();
2609 return 1; 2309 return 1;
2610 } 2310 }
2611 2311
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2312 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2313 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2321 * from.
2622 */ 2322 */
2623void 2323void
2624remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2625{ 2325{
2626 object *next;
2627
2628 while (op) 2326 while (op)
2629 { 2327 {
2630 next = op->below; /* Make sure we have a good value, in case 2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2329
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2331 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2332 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2333 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2334
2335 op->insert_at (env);
2641 } 2336 }
2642 else if (op->inv) 2337 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2338 remove_unpaid_objects (op->inv, env);
2644 2339
2645 op = next; 2340 op = next;
2646 } 2341 }
2647} 2342}
2648
2649 2343
2650/* 2344/*
2651 * Returns pointer a static string containing gravestone text 2345 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2346 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2347 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2382 strcat (buf2, buf);
2689 2383
2690 return buf2; 2384 return buf2;
2691} 2385}
2692
2693
2694 2386
2695void 2387void
2696do_some_living (object *op) 2388do_some_living (object *op)
2697{ 2389{
2698 int last_food = op->stats.food; 2390 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2396 int rate_grace = 2000;
2705 const int max_hp = 1; 2397 const int max_hp = 1;
2706 const int max_sp = 1; 2398 const int max_sp = 1;
2707 const int max_grace = 1; 2399 const int max_grace = 1;
2708 2400
2709 if (op->contr->outputs_sync) 2401 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 } 2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2410 }
2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2412 {
2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2418 }
2715 2419
2716 if (op->contr->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2717 { 2421 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2423 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2424 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2425 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2426 else
2724 { 2427 {
2725 gen_hp = op->stats.maxhp; 2428 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2429 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2430 }
2431
2728 if (op->contr->gen_sp >= 0) 2432 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2433 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2434 else
2731 { 2435 {
2732 gen_sp = op->stats.maxsp; 2436 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2437 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2438 }
2439
2735 if (op->contr->gen_grace >= 0) 2440 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2442 else
2738 { 2443 {
2739 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2446 }
2742 2447
2743 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2450 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 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) 2452 if (op->stats.sp < op->stats.maxsp)
2748 { 2453 {
2749 op->stats.sp++; 2454 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2460 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2462 op->stats.food = last_food;
2758 } 2463 }
2759 } 2464 }
2465
2760 if (max_sp > 1) 2466 if (max_sp > 1)
2761 { 2467 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2468 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2469 if (over_sp > 0)
2764 { 2470 {
2765 if (op->stats.sp < op->stats.maxsp) 2471 if (op->stats.sp < op->stats.maxsp)
2766 { 2472 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2476 op->stats.sp--;
2477
2770 if (op->stats.sp > op->stats.maxsp) 2478 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2479 op->stats.sp = op->stats.maxsp;
2772 } 2480 }
2773 op->last_sp = 0; 2481 op->last_sp = 0;
2774 } 2482 }
2775 else 2483 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2485 }
2780 else 2486 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2488 }
2785 2489
2786 /* Regenerate Grace */ 2490 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2491 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2492 if (--op->last_grace < 0)
2789 { 2493 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2494 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2495 op->stats.grace++; /* no penalty in food for regaining grace */
2496
2792 if (max_grace > 1) 2497 if (max_grace > 1)
2793 { 2498 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2499 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2500 if (over_grace > 0)
2796 { 2501 {
2824 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2531 op->stats.food = last_food;
2827 } 2532 }
2828 } 2533 }
2534
2829 if (max_hp > 1) 2535 if (max_hp > 1)
2830 { 2536 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2538 if (over_hp > 0)
2833 { 2539 {
2846 } 2552 }
2847 2553
2848 /* Digestion */ 2554 /* Digestion */
2849 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2850 { 2556 {
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; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2558
2858 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2561 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563
2862 /* dms do not consume food */ 2564 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2565 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2566 op->stats.food--;
2865 } 2567 }
2866 }
2867 2568
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2569 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2570 {
2870 object *tmp, *flesh = NULL; 2571 object *tmp, *flesh = 0;
2871 2572
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2573 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2574 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2575 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2576 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2578 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2580 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2581 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2582 break;
2882 } 2583 }
2883 else if (tmp->type == FLESH) 2584 else if (tmp->type == FLESH)
2884 flesh = tmp; 2585 flesh = tmp;
2885 } /* End if paid for object */ 2586 } /* End if paid for object */
2886 } /* end of for loop */ 2587 } /* end of for loop */
2588
2887 /* If player is still starving, it means they don't have any food, so 2589 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2590 * eat flesh instead.
2889 */ 2591 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2593 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2595 manual_apply (op, flesh, 0);
2894 } 2596 }
2895 } /* end if player is starving */ 2597 }
2896 2598
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2599 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2600 op->stats.food++, op->stats.hp--;
2899 2601
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2603 kill_player (op);
2604 }
2902} 2605}
2903
2904
2905 2606
2906/* If the player should die (lack of hp, food, etc), we call this. 2607/* 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 2608 * 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 2609 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2610 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 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..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2642
2942 /* restore player */ 2643 /* restore player */
2943 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2646 {
2947 tmp->destroy (); 2647 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2649 }
2950 2650
2951 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2653 {
2955 tmp->destroy (); 2654 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2656 }
2958 2657
2960 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2661 op->stats.food = 999;
2963 2662
2964 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2665 {
2968 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2667 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " 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); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2671 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2675 }
2979 2676
2980 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2679 op->contr->braced = 0;
2987 2684
2988 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2989 2686
2990 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2991 { 2688 {
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); 2689 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3001 } 2691 }
3002 else 2692 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); 2693 sprintf (buf, "%s died.", &op->name);
3012 } 2694
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2696
3015 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3016 x = op->x; 2698 x = op->x;
3017 y = op->y; 2699 y = op->y;
3018 map = op->map; 2700 map = op->map;
3019 2701
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2703 * 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. 2704 * See the config.h file for a little more in depth detail about this.
3026 */ 2705 */
3027 2706
3028 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2709 * of death.
3031 */ 2710 */
3032#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3034 { 2713 {
3035 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2716 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2719 little bit harder. */
3041 /* GD */ 2720 /* GD */
3042 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2722 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2723 else
3048 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3049 num_stats_lose = 1; 2727 num_stats_lose = 1;
3050 } 2728
3051 lost_a_stat = 0; 2729 lost_a_stat = 0;
3052 2730
3053 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3054 { 2732 {
3055 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3056 2734
3057 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3058 { 2755 {
3059 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3060 * what he lost. 2757 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 } 2758 }
3069 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3070 { 2761 {
3071 /* deplete a stat */ 2762 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3073 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3074 2765 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2766 {
3078 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3080 } 2769
3081 lose_this_stat = 1; 2770 /* 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) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2776 {
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; 2777 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2779 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 } 2780 }
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 */ 2781 else
3123 if (this_stat >= -50)
3124 { 2782 {
3125 change_attr_value (&(dep->stats), i, -1); 2783 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; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2788 }
3131 } 2789 }
3132 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3133 } 2809 }
2810 }
2811 }
3134 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2813 if (!lost_a_stat)
3136 { 2814 {
3137 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3140 2818
3141 if (god && (strcmp (god, "none"))) 2819 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); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2821 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2823 }
3146#else 2824#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2826#endif
3149 2827
3150 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2829 * exp loss on the stone.
3152 */ 2830 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2833 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2835 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); 2836 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; 2837 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2840
3163 /**************************************/ 2841 /**************************************/
3164 /* */ 2842 /* */
3165 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3168 /* */ 2846 /* */
3169 /**************************************/ 2847 /**************************************/
3170 2848
3171 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2850 /* restore player */
3173 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3175 2853
3176 if (tmp) 2854 if (tmp)
3177 { 2855 {
3178 tmp->destroy (); 2856 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2858 }
3181 2859
3182 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2862 if (tmp)
3185 { 2863 {
3186 tmp->destroy (); 2864 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2866 }
3189 2867
3190 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3191 2869
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3195 op->stats.food = 900; 2873 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2877
3200 /* 2878 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2879 * 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 2880 * and put them back in the map.
3203 * in the map. 2881 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
3208 2883
3209 /****************************************/ 2884 /****************************************/
3210 /* */ 2885 /* */
3211 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3213 /* */ 2888 /* */
3214 /****************************************/ 2889 /****************************************/
3215 2890
3216 enter_player_savebed (op); 2891 enter_player_savebed (op);
3217 2892
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2893 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2894
3224 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2898 * on the space that might harm the player.
3228 */ 2899 */
3229 will_kill_again = 0; 2900 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3233 2904
3234 if (will_kill_again) 2905 if (will_kill_again)
3235 { 2906 {
3236 object *force; 2907 object *force;
3237 int at; 2908 int at;
3238 2909
3239 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2912 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2917 force->resist[at] = 100;
3247 2918
3248 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3249 fix_player (op); 2920 op->update_stats ();
3250 2921
3251 } 2922 }
3252 2923
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 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} 2925}
3322
3323 2926
3324void 2927void
3325loot_object (object *op) 2928loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3328 2931
3329 if (op->container) 2932 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2933
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3335 { 2935 {
3336 next = tmp->below; 2936 next = tmp->below;
2937
3337 if (tmp->invisible) 2938 if (tmp->invisible)
3338 continue; 2939 continue;
2940
3339 tmp->remove (); 2941 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3341 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2946
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2948 {
3347 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3348 { 2950 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2952 tmp2->destroy ();
3361/* 2963/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2966 * was changed.
3365 */ 2967 */
3366
3367void 2968void
3368fix_weight (void) 2969fix_weight (void)
3369{ 2970{
3370 player *pl; 2971 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2972 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2974
3376 if (old == sum) 2975 if (old == sum)
3377 continue; 2976 continue;
3378 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2979 }
3381} 2980}
3382 2981
3383void 2982void
3384fix_luck (void) 2983fix_luck (void)
3385{ 2984{
3386 player *pl; 2985 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3391} 2988}
3392
3393 2989
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3397 */ 2993 */
3398
3399void 2994void
3400cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3401{ 2996{
3402 object *skop, *spob; 2997 object *skop, *spob;
3403 2998
3437 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3438 { 3033 {
3439 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3441 } 3036 }
3037
3442 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3443} 3039}
3444 3040
3445int 3041int
3446is_true_undead (object *op) 3042is_true_undead (object *op)
3447{ 3043{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3045 return 1;
3452 3046
3453 return 0; 3047 return 0;
3454} 3048}
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3097 */
3504
3505void 3098void
3506do_hidden_move (object *op) 3099do_hidden_move (object *op)
3507{ 3100{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3102 object *skop;
3513 3106
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3108
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3520 { 3112 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3114 make_visible (op);
3523 return; 3115 return;
3524 } 3116 }
3525 else 3117 else
3526 num += 20; 3118 num += 20;
3527 } 3119
3528 num += op->map->difficulty; 3120 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3122 num -= hide;
3123
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3125 {
3533 make_visible (op); 3126 make_visible (op);
3534 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3129 }
3537 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3132}
3542 3133
3543/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3544 3135
3545int 3136int
3612 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3613 { 3204 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3206 return -1;
3616 } 3207 }
3208
3617 if (!pl || !op) 3209 if (!pl || !op)
3618 return 0; 3210 return 0;
3619 3211
3620 if (op->head)
3621 {
3622 op = op->head; 3212 op = op->head_ ();
3623 } 3213
3624 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3625 3215
3626 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3217 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3636 3226
3637 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3229 * for any meaningful values.
3640 */ 3230 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3234 return 1;
3645 op = op->more; 3235 op = op->more;
3646 } 3236 }
3647 return 0; 3237 return 0;
3648} 3238}
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3336 int i = 0, j = 0;
3747 3337
3748 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3757 3347
3758 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3759 return; 3349 return;
3760 3350
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3352
3763 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3764 { 3354 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3356 return;
3767 } 3357 }
3768 3358
3834 { 3424 {
3835 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3426 object *skin;
3837 3427
3838 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3429 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); 3430 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3431 ;
3432
3840 if (skin == NULL) 3433 if (!skin)
3841 return; 3434 return;
3842 3435
3843 /* adding new spellpath attunements */ 3436 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3437 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3438 {
3890 * not readied. 3483 * not readied.
3891 */ 3484 */
3892void 3485void
3893player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3894{ 3487{
3895 rangetype i; 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3896 3490
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->combat_ob == ob)
3898 { 3492 pl->combat_ob = 0;
3493
3899 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3900 { 3495 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3496}
3497
3498sint8
3499player::visibility_at (maptile *map, int x, int y) const
3500{
3501 if (!ns)
3502 return 0;
3503
3504 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0;
3507
3508 x += dx - ns->current_x + ns->mapx / 2;
3509 y += dy - ns->current_y + ns->mapy / 2;
3510
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515}

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