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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.142 by root, Fri May 18 19:46:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->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->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 169 ob->enter_exit (tmp);
305}
306 170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy ();
373 }
374}
375
376player::~player ()
377{
378 /* Clear item stack */
379 free (stack_items);
380}
381
307/* Tries to add player on the connection passwd in ns. 382/* 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 383 * All we can really get in this is some settings like host and display
309 * mode. 384 * mode.
310 */ 385 */
311 386player *
312int 387player::create ()
313add_player (client *ns)
314{ 388{
315 player *p = new player; 389 player *pl = new player;
316 390
317 p->ns = ns; 391 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 392
320 p->next = first_player; 393 pl->ob->roll_stats ();
321 first_player = p; 394 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */
322 396
323 p = get_player (p);
324
325 set_first_map (p->ob); 397 set_first_map (pl->ob);
326 398
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; 399 return pl;
336} 400}
337 401
338/* 402/*
339 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
365 429
366object * 430object *
367get_nearest_player (object *mon) 431get_nearest_player (object *mon)
368{ 432{
369 object *op = NULL; 433 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 434 objectlink *ol;
372 unsigned lastdist; 435 unsigned lastdist;
373 rv_vector rv; 436 rv_vector rv;
374 437
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 439 {
377 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 447 object *tmp = ol->ob;
385 448
386 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 450 * itself will have been cleared.
388 */ 451 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
390 ol = ol->next; 454 ol = ol->next;
391 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
392 if (!ol) 456 if (!ol)
393 return op; 457 return op;
394 } 458 }
407 { 471 {
408 op = ol->ob; 472 op = ol->ob;
409 lastdist = rv.distance; 473 lastdist = rv.distance;
410 } 474 }
411 } 475 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 476
413 { 477 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
418 { 480 {
419 op = pl->ob; 481 op = pl->ob;
420 lastdist = rv.distance; 482 lastdist = rv.distance;
421 } 483 }
422 } 484
423 }
424#if 0 485#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 487#endif
427 return op; 488 return op;
428} 489}
446 * circling behaviour. Unfortunately, this function is also used to determined 507 * 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 508 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 509 * is probably not a good thing.
449 */ 510 */
450#define MAX_SPACES 50 511#define MAX_SPACES 50
451
452 512
453/* 513/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * 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 515 * 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 516 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 547 x = mon->x;
488 y = mon->y; 548 y = mon->y;
489 m = mon->map; 549 m = mon->map;
490 dir = rv.direction; 550 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 551 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); 552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553
493 /* If we can't solve it within the search distance, return now. */ 554 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 555 if (diff > max)
495 return 0; 556 return 0;
557
496 while (diff > 1 && max > 0) 558 while (diff > 1 && max > 0)
497 { 559 {
498 lastx = x; 560 lastx = x;
499 lasty = y; 561 lasty = y;
500 lastmap = m; 562 lastmap = m;
582 max--; 644 max--;
583 lastdir = dir; 645 lastdir = dir;
584 if (!firstdir) 646 if (!firstdir)
585 firstdir = dir; 647 firstdir = dir;
586 } 648 }
649
587 if (diff <= 1) 650 if (diff <= 1)
588 { 651 {
589 /* Recalculate diff (distance) because we may not have actually 652 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 653 * headed toward player for entire distance.
591 */ 654 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 655 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); 656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 657 }
658
595 if (diff > max) 659 if (diff > max)
596 return 0; 660 return 0;
597 } 661 }
662
598 /* If we reached the max, didn't find a direction in time */ 663 /* If we reached the max, didn't find a direction in time */
599 if (!max) 664 if (!max)
600 return 0; 665 return 0;
601 666
602 return firstdir; 667 return firstdir;
695 /* Need to set up the skill pointers */ 760 /* Need to set up the skill pointers */
696 link_player_skills (pl); 761 link_player_skills (pl);
697} 762}
698 763
699void 764void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, 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->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 765get_party_password (object *op, partylist *party)
785{ 766{
786 if (party == NULL) 767 if (party == NULL)
787 { 768 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 769 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 770 return;
790 } 771 }
772
791 op->contr->write_buf[0] = '\0'; 773 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 774 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 775 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 776 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 777}
796 778
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 779/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 780static int
800roll_stat (void) 781roll_stat (void)
801{ 782{
802 int a[4], i, j, k; 783 int a[4], i, j, k;
803 784
804 for (i = 0; i < 4; i++) 785 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 786 a[i] = (int) rndm (6) + 1;
806 787
807 for (i = 0, j = 0, k = 7; i < 4; i++) 788 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 789 if (a[i] < k)
809 k = a[i], j = i; 790 k = a[i], j = i;
810 791
811 for (i = 0, k = 0; i < 4; i++) 792 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 793 if (i != j)
814 k += a[i]; 794 k += a[i];
815 } 795
816 return k; 796 return k;
817} 797}
818 798
819void 799void
820roll_stats (object *op) 800object::roll_stats ()
821{ 801{
802 int statsort [NUM_STATS];
803
804 for (;;)
805 {
822 int sum = 0; 806 int sum = 0;
823 int i = 0, j = 0; 807 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 808 sum += statsort [i] = roll_stat ();
825 809
826 do 810 if (sum >= 82 && sum <= 116)
811 break;
827 { 812 }
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);
838 813
839 /* Sort the stats so that rerolling is easier... */ 814 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 815 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;
847 816
848 /* a quick and dirty bubblesort? */ 817 for (int i = 0; i < NUM_STATS; ++i)
849 do 818 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);
864 819
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; 820 stats.exp = 0;
884 op->stats.ac = 0; 821 stats.ac = 0;
885 822
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; 823 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
894 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
895} 835}
896 836
897void 837void
898Roll_Again (object *op) 838object::swap_stats (int a, int b)
899{ 839{
900 esrv_new_player (op->contr, 0); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->ns, 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}
904 841
905void 842 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 843 stats.stat (i) = contr->orig_stats.stat (i);
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
907{ 869{
908 signed char tmp;
909 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
910 871
911 if (op->contr->Swap_First == -1) 872 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); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 874 //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); 875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, 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->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->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->ns, 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->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 876}
1026 877
1027/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1031 * not the class. 882 * not the class.
1032 */ 883 */
1033 884void
1034int 885player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 886{
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 */ 887 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 889
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 891 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
1055 893
1056 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1058 896
1059 op->contr->ns->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1060 898
1061 if (op->msg) 899 if (ob->msg)
1062 op->msg = NULL; 900 ob->msg = 0;
1063 901
1064 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1065 * to save here. 903 * to save here.
1066 */ 904 */
905 {
906 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1069 910
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 911 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 914 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1078 fix_player (op); 916 ob->update_stats ();
1079 917
1080 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1081 * is one for this race 919 * is one for this race
1082 */ 920 */
1083 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1084 { 922 {
1085 object *tmp; 923 object *tmp;
1086 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1087 925
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 927 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1095 * default initial map */ 933 * default initial map */
1096 tmp->destroy (); 934 tmp->destroy ();
1097 } 935 }
1098 else 936 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
1100 939
1101 return 0; 940void
1102 } 941player::chargen_race_next ()
1103 942{
1104 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1106 */ 945 */
1107 946
1108 tmp_loop = 0; 947 do
1109 while (!tmp_loop)
1110 { 948 {
1111 shstr name = op->name; 949 shstr name = ob->name;
1112 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1113 951
1114 remove_statbonus (op); 952 ob->remove_statbonus ();
1115 op->remove (); 953 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 956 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1121 op->x = x; 959 ob->x = x;
1122 op->y = y; 960 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 964 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 965 }
966 while (!allowed_class (ob));
1129 967
1130 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 970 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 973 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->ns, 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->ns->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} 974}
1192 975
1193void 976void
1194flee_player (object *op) 977flee_player (object *op)
1195{ 978{
1242 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1027 op->enemy = NULL;
1245} 1028}
1246 1029
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* 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 1031 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1032 * stop.
1251 */ 1033 */
1252int 1034int
1253check_pick (object *op) 1035check_pick (object *op)
1254{ 1036{
1255 object *tmp, *next; 1037 object *tmp, *next;
1256 int stop = 0; 1038 int stop = 0;
1257 int j, k, wvratio; 1039 int wvratio;
1258 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1259 1041
1260 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1262 return 1; 1044 return 1;
1263 1045
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 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)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1116 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 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)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 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 } 1121 }
1122
1368 /* philosophy: 1123 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1124 * 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 1125 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1128 * example.
1374 * The drawback: right now it has no frontend, so you need to 1129 * 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 1130 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1382 * found object is returned.
1628 */ 1383 */
1629object * 1384object *
1630find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1631{ 1386{
1632 object *tmp = NULL; 1387 object *tmp = 0;
1633 1388
1634 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1638 return op; 1393 return op;
1394
1639 return tmp; 1395 return tmp;
1640} 1396}
1641 1397
1642/* 1398/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1403 */
1648
1649object * 1404object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1406{
1652 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1475 * op = the shooter
1721 * type = bow->race 1476 * type = bow->race
1722 * dir = fire direction 1477 * dir = fire direction
1723 */ 1478 */
1724
1725object * 1479object *
1726pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1727{ 1481{
1728 object *tmp = NULL; 1482 object *tmp = NULL;
1729 maptile *m; 1483 maptile *m;
1794 */ 1548 */
1795int 1549int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1551{
1798 object *left, *bow; 1552 object *left, *bow;
1799 int bowspeed, mflags; 1553 int mflags;
1800 maptile *m; 1554 maptile *m;
1801 1555
1802 if (!dir) 1556 if (!dir)
1803 { 1557 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1559 return 0;
1806 } 1560 }
1807 1561
1808 if (op->type == PLAYER) 1562 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1563 bow = op->current_weapon;
1810 else 1564 else
1811 { 1565 {
1812 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* 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. 1568 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1573 if (!bow)
1820 { 1574 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1576 return 0;
1823 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1824 } 1586 }
1825 1587
1826 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1827 { 1589 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1591 return 0;
1830 } 1592 }
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 1593
1841 if (arrow == NULL) 1594 if (arrow == NULL)
1842 { 1595 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1597 {
1845 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 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 */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1601 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1850 return 0; 1604 return 0;
1851 } 1605 }
1852 } 1606 }
1853 1607
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1630 return 0;
1877 } 1631 }
1878 1632
1879 arrow->set_owner (op); 1633 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1635 arrow->direction = dir;
1883 arrow->x = sx; 1636
1884 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1669
1886 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1887 { 1671 {
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; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1921 } 1679 }
1922 else 1680 else
1923 { 1681 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1682 arrow->level = op->level;
1926 } 1683 arrow->stats.wc -= bow->magic;
1927 1684
1928 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1929 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1930 1690
1931 if (bow->slaying) 1691 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1693
1934 arrow->map = m; 1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1697
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1699 m->insert (arrow, sx, sy, op);
1940 1700
1941 if (!arrow->destroyed ()) 1701 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1702 move_arrow (arrow);
1943 1703
1944 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
1964{ 1724{
1965 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1966 1726
1967 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1968 { 1728 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1730 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1732 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1734 wcmod = -1;
1735
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1737 }
1977 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
1978 { 1739 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1745 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 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); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1749 }
1990 else 1750 else
1991 { 1751 {
1992 /* Simple case */ 1752 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1754 }
1755
1995 return ret; 1756 return ret;
1996} 1757}
1997
1998 1758
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
2001 */ 1761 */
2002void 1762void
2003fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
2004{ 1764{
2005 object *item; 1765 object *item = op->contr->ranged_ob;
2006 1766
2007 if (!op->contr->ranges[range_misc]) 1767 if (!item)
2008 { 1768 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1770 return;
2011 } 1771 }
2012 1772
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1773 if (!item->inv)
2015 { 1774 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1776 return;
2018 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
2019 if (item->type == WAND) 1782 if (item->type == WAND)
2020 { 1783 {
2021 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2022 { 1785 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 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)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2025 return; 1789 return;
2026 } 1790 }
2027 } 1791 }
2028 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2029 { 1793 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1795 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2033 if (item->type == ROD) 1798 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)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1800 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2037 return; 1803 return;
2038 } 1804 }
2039 } 1805 }
2040 1806
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1815
2050 if (item->arch) 1816 if (item->arch)
2051 { 1817 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2054 item->speed = 0; 1820 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1821 }
1822
2057 if ((tmp = item->in_player ())) 1823 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1825 }
2060 } 1826 }
2061 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1828 drain_rod_charge (item);
2064 }
2065 } 1829 }
2066} 1830}
2067 1831
2068/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2069 */ 1833 */
2070void 1834bool
2071fire (object *op, int dir) 1835fire (object *op, int dir)
2072{ 1836{
2073 int spellcost = 0; 1837 int spellcost = 0;
2074 1838
2075 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2077 make_visible (op); 1841 make_visible (op);
2078 1842
2079 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
2080 { 1849 }
2081 case range_none:
2082 return;
2083 1850
2084 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
2085 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
2086 return; 1868 break;
2087 1869
2088 case range_magic: /* Casting spells */ 1870 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1872 break;
2091 1873
2092 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
2093 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2094 return; 1884 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 } 1885 }
2122}
2123 1886
2124 1887 return true;
1888}
2125 1889
2126/* find_key 1890/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1895 * pl is the player,
2132 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2135 */ 1899 */
2136
2137object * 1900object *
2138find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2139{ 1902{
2140 object *tmp, *key; 1903 object *tmp, *key;
2141 1904
2142 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1906 if (!container->inv)
2144 return NULL; 1907 return 0;
2145 1908
2146 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1911 {
2149 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1913 break;
2151 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2153 */ 1916 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1918 break;
2156 } 1919 }
1920
2157 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1924 * a key, return
2161 */ 1925 */
2162 if (!tmp) 1926 if (!tmp)
2163 { 1927 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1929 {
2166 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1932 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2170 return key; 1934 return key;
2171 } 1935 }
2172 } 1936 }
1937
2173 if (!tmp) 1938 if (!tmp)
2174 return NULL; 1939 return NULL;
2175 } 1940 }
1941
2176 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1943 * see if we actually want to use it
2178 */ 1944 */
2179 if (pl != container) 1945 if (pl != container)
2180 { 1946 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 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)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1969 return NULL;
2204 } 1970 }
2205 } 1971 }
1972
2206 return tmp; 1973 return tmp;
2207} 1974}
2208 1975
2209/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1979 * 0 otherwise
2213 */ 1980 */
2214static int 1981static int
2215player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2216{ 1983{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
2218 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2220 */ 1987 */
2221 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2222 1989
2223 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
2224 if (key) 1991 if (key)
2225 { 1992 {
2226 object *container = key->env; 1993 object *container = key->env;
2227 1994
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2229 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2230 make_visible (op); 1998 make_visible (op);
1999
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2233 if (door->type == DOOR) 2003 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2238 { 2006 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2240 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2241 } 2009 }
2010
2242 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2245 if (container != op) 2014 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2247 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2248 } 2018 }
2249 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2250 { 2020 {
2251 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2023 return 1;
2254 } 2024 }
2025
2255 return 0; 2026 return 0;
2256} 2027}
2257 2028
2258/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2263 */ 2034 */
2264void 2035bool
2265move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2266{ 2037{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2038 int on_battleground;
2270 maptile *m;
2271 2039
2272 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2274 2042
2275 on_battleground = op_on_battleground (op, 0, 0); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2276 2053
2277 /* If braced, or can't move to the square, and it is not out of the 2054 /* 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 2055 * 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 2056 * 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 2057 * 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 2058 * 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 2059 * 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 2060 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2061 * move_ob uses.
2285 */ 2062 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2063 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 2064
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 2065 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2068 * on the space
2308 */ 2069 */
2309 while (tmp) 2070 object *mon;
2310 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2072 {
2312 { 2073 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2314 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2076 && mon != op)
2320 break; 2077 break;
2321 } 2078 }
2322 2079
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 */ 2080 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2081 return false; /* into a wall */
2331 2082
2332 if (mon->head)
2333 mon = mon->head; 2083 mon = mon->head_ ();
2334 2084
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2337 return; 2090 return true;
2091 }
2338 2092
2339 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2098 * and thus will not push them.
2345 */ 2099 */
2346 2100
2347 /* If the creature is a pet, push it even if the player is not 2101 /* 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 2102 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2350 */ 2104 */
2351 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2108 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2110 {
2361 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2112 if (op->contr->braced)
2363 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2366 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2123 make_visible (op);
2124
2368 return; 2125 return true;
2369 } 2126 }
2127 else
2128 return false;
2129 }
2370 2130
2371 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2134 * attack them either.
2375 */ 2135 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2138 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2140 && !on_battleground))
2141 {
2142 if (op->speed_left > 0.f)
2387 { 2143 {
2144 --op->speed_left;
2145
2388 if (!op->contr->braced) 2146 if (!op->contr->braced)
2389 { 2147 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2392 } 2150 }
2393 else 2151 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2395 2153
2396 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2155 make_visible (op);
2398 }
2399 2156
2157 return true;
2158 }
2159 }
2400 /* If the object is a boulder or other rollable object, then 2160 /* 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. 2161 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2162 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2404 { 2166 {
2167 --op->speed_left;
2168
2405 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2407 make_visible (op); 2171 make_visible (op);
2408 }
2409 2172
2173 return true;
2174 }
2175 }
2410 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2177 * 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: 2178 * 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 2179 * 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. 2180 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2181 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 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))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2184 {
2420 2185 if (op->contr->weapon_sp_left > 0.f)
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 { 2186 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2188
2433 skill_attack (mon, op, 0, 0, 0); 2189 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 2190
2449 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2450 make_visible (op); 2192 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2193
2455int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2456move_player (object *op, int dir) 2202move_player (object *op, int dir)
2457{ 2203{
2458 int pick; 2204 int pick;
2459 2205
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2207 return 0;
2462 2208
2463 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2465 { 2211 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2213 return 0;
2468 } 2214 }
2469 2215
2470 /* peterm: added following line */ 2216 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2219
2474 op->facing = dir; 2220 op->facing = dir;
2475 2221
2476 if (op->hide) 2222 if (op->hide)
2477 do_hidden_move (op); 2223 do_hidden_move (op);
2478 2224
2225 bool retval;
2226
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2228 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2482 fire (op, dir); 2230 retval = fire (op, dir);
2483 else 2231 else
2484 { 2232 {
2485 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2234 pick = check_pick (op);
2487 } 2235 }
2488 2236
2489 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2238 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2247 * for players.
2500 */ 2248 */
2501 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2502 return 0; 2250
2251 return retval;
2503} 2252}
2504 2253
2505/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2255 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2257 * the new speed values for commands.
2509 * 2258 *
2510 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2511 */ 2262 */
2512int 2263bool
2513handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2514{ 2265{
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)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2267 {
2537 flee_player (op); 2268 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 { 2269 {
2541 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2542 return 0; 2273 return true;
2543 } 2274 }
2275 else
2276 return false;
2544 } 2277 }
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 2278
2554 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2281 * called, so we recheck it here.
2557 */ 2282 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2283 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2284 return true;
2564 2285
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 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); 2287 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2288
2581 return 0; 2289 return false;
2582} 2290}
2583 2291
2584int 2292int
2585save_life (object *op) 2293save_life (object *op)
2586{ 2294{
2603 op->stats.hp = op->stats.maxhp; 2311 op->stats.hp = op->stats.maxhp;
2604 2312
2605 if (op->stats.food < 0) 2313 if (op->stats.food < 0)
2606 op->stats.food = 999; 2314 op->stats.food = 999;
2607 2315
2608 fix_player (op); 2316 op->update_stats ();
2609 return 1; 2317 return 1;
2610 } 2318 }
2611 2319
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2329 * from.
2622 */ 2330 */
2623void 2331void
2624remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2625{ 2333{
2626 object *next;
2627
2628 while (op) 2334 while (op)
2629 { 2335 {
2630 next = op->below; /* Make sure we have a good value, in case 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2337
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2339 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2340 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2341 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2342
2343 op->insert_at (env);
2641 } 2344 }
2642 else if (op->inv) 2345 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2346 remove_unpaid_objects (op->inv, env);
2644 2347
2645 op = next; 2348 op = next;
2646 } 2349 }
2647} 2350}
2648
2649 2351
2650/* 2352/*
2651 * Returns pointer a static string containing gravestone text 2353 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2354 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2355 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2390 strcat (buf2, buf);
2689 2391
2690 return buf2; 2392 return buf2;
2691} 2393}
2692
2693
2694 2394
2695void 2395void
2696do_some_living (object *op) 2396do_some_living (object *op)
2697{ 2397{
2698 int last_food = op->stats.food; 2398 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2404 int rate_grace = 2000;
2705 const int max_hp = 1; 2405 const int max_hp = 1;
2706 const int max_sp = 1; 2406 const int max_sp = 1;
2707 const int max_grace = 1; 2407 const int max_grace = 1;
2708 2408
2709 if (op->contr->outputs_sync) 2409 if (op->contr->hidden)
2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2710 { 2418 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2420 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2714 } 2426 }
2715 2427
2716 if (op->contr->ns->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2717 { 2429 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2431 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2432 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2433 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2434 else
2724 { 2435 {
2725 gen_hp = op->stats.maxhp; 2436 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2437 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2438 }
2439
2728 if (op->contr->gen_sp >= 0) 2440 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2441 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2442 else
2731 { 2443 {
2732 gen_sp = op->stats.maxsp; 2444 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2445 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2446 }
2447
2735 if (op->contr->gen_grace >= 0) 2448 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2450 else
2738 { 2451 {
2739 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2454 }
2742 2455
2743 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2458 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 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) 2460 if (op->stats.sp < op->stats.maxsp)
2748 { 2461 {
2749 op->stats.sp++; 2462 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2468 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2470 op->stats.food = last_food;
2758 } 2471 }
2759 } 2472 }
2473
2760 if (max_sp > 1) 2474 if (max_sp > 1)
2761 { 2475 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2476 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2477 if (over_sp > 0)
2764 { 2478 {
2765 if (op->stats.sp < op->stats.maxsp) 2479 if (op->stats.sp < op->stats.maxsp)
2766 { 2480 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2484 op->stats.sp--;
2485
2770 if (op->stats.sp > op->stats.maxsp) 2486 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2487 op->stats.sp = op->stats.maxsp;
2772 } 2488 }
2773 op->last_sp = 0; 2489 op->last_sp = 0;
2774 } 2490 }
2775 else 2491 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2493 }
2780 else 2494 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2496 }
2785 2497
2786 /* Regenerate Grace */ 2498 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2500 if (--op->last_grace < 0)
2789 { 2501 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2502 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504
2792 if (max_grace > 1) 2505 if (max_grace > 1)
2793 { 2506 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2507 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2508 if (over_grace > 0)
2796 { 2509 {
2824 op->stats.food += op->contr->digestion; 2537 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2539 op->stats.food = last_food;
2827 } 2540 }
2828 } 2541 }
2542
2829 if (max_hp > 1) 2543 if (max_hp > 1)
2830 { 2544 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2546 if (over_hp > 0)
2833 { 2547 {
2846 } 2560 }
2847 2561
2848 /* Digestion */ 2562 /* Digestion */
2849 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2850 { 2564 {
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; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2566
2858 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2569 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571
2862 /* dms do not consume food */ 2572 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2573 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2574 op->stats.food--;
2865 } 2575 }
2866 }
2867 2576
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2578 {
2870 object *tmp, *flesh = NULL; 2579 object *tmp, *flesh = 0;
2871 2580
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2581 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2582 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2584 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2586 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2588 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2589 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2590 break;
2882 } 2591 }
2883 else if (tmp->type == FLESH) 2592 else if (tmp->type == FLESH)
2884 flesh = tmp; 2593 flesh = tmp;
2885 } /* End if paid for object */ 2594 } /* End if paid for object */
2886 } /* end of for loop */ 2595 } /* end of for loop */
2596
2887 /* If player is still starving, it means they don't have any food, so 2597 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2598 * eat flesh instead.
2889 */ 2599 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2601 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2603 manual_apply (op, flesh, 0);
2894 } 2604 }
2895 } /* end if player is starving */ 2605 }
2896 2606
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2607 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2608 op->stats.food++, op->stats.hp--;
2899 2609
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2611 kill_player (op);
2612 }
2902} 2613}
2903
2904
2905 2614
2906/* If the player should die (lack of hp, food, etc), we call this. 2615/* 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 2616 * 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 2617 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2618 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2648 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..."); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2650
2942 /* restore player */ 2651 /* restore player */
2943 at = archetype::find ("poisoning"); 2652 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2654 {
2947 tmp->destroy (); 2655 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2657 }
2950 2658
2951 at = archetype::find ("confusion"); 2659 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2661 {
2955 tmp->destroy (); 2662 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2664 }
2958 2665
2960 op->stats.hp = op->stats.maxhp; 2667 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2668 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2669 op->stats.food = 999;
2963 2670
2964 /* create a bodypart-trophy to make the winner happy */ 2671 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2672 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2673 {
2968 sprintf (buf, "%s's finger", &op->name); 2674 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2675 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2676 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2677 " 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); 2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2679 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2680 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2681 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2682 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2683 }
2979 2684
2980 /* teleport defeated player to new destination */ 2685 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2686 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2687 op->contr->braced = 0;
2987 2692
2988 command_kill_pets (op, 0); 2693 command_kill_pets (op, 0);
2989 2694
2990 if (op->stats.food < 0) 2695 if (op->stats.food < 0)
2991 { 2696 {
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); 2697 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2698 strcpy (op->contr->killer, "starvation");
3001 } 2699 }
3002 else 2700 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); 2701 sprintf (buf, "%s died.", &op->name);
3012 } 2702
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2704
3015 /* save the map location for corpse, gravestone */ 2705 /* save the map location for corpse, gravestone */
3016 x = op->x; 2706 x = op->x;
3017 y = op->y; 2707 y = op->y;
3018 map = op->map; 2708 map = op->map;
3019 2709
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2710 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2711 * 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. 2712 * See the config.h file for a little more in depth detail about this.
3026 */ 2713 */
3027 2714
3028 /* Basically two ways to go - remove a stat permanently, or just 2715 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2716 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2717 * of death.
3031 */ 2718 */
3032#ifndef COZY_SERVER 2719#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2720 if (settings.balanced_stat_loss)
3034 { 2721 {
3035 /* If stat loss is permanent, lose one stat only. */ 2722 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2723 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2724 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2725 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2726 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2727 little bit harder. */
3041 /* GD */ 2728 /* GD */
3042 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2730 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2731 else
3048 { 2732 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2733 }
2734 else
3049 num_stats_lose = 1; 2735 num_stats_lose = 1;
3050 } 2736
3051 lost_a_stat = 0; 2737 lost_a_stat = 0;
3052 2738
3053 for (z = 0; z < num_stats_lose; z++) 2739 for (z = 0; z < num_stats_lose; z++)
3054 { 2740 {
3055 i = RANDOM () % NUM_STATS; 2741 i = RANDOM () % NUM_STATS;
3056 2742
3057 if (settings.stat_loss_on_death) 2743 if (settings.stat_loss_on_death)
2744 {
2745 /* Pick a random stat and take a point off it. Tell the player
2746 * what he lost.
2747 */
2748 change_attr_value (&(op->stats), i, -1);
2749 check_stat_bounds (&(op->stats));
2750 change_attr_value (&(op->contr->orig_stats), i, -1);
2751 check_stat_bounds (&(op->contr->orig_stats));
2752 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2753 lost_a_stat = 1;
2754 }
2755 else
2756 {
2757 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion");
2759 object *dep;
2760
2761 dep = present_arch_in_ob (deparch, op);
2762 if (!dep)
3058 { 2763 {
3059 /* Pick a random stat and take a point off it. Tell the player 2764 dep = arch_to_object (deparch);
3060 * what he lost. 2765 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 } 2766 }
3069 else 2767 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss)
3070 { 2769 {
3071 /* deplete a stat */ 2770 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2771 /* Get the stat that we're about to deplete. */
3073 object *dep; 2772 this_stat = get_attr_value (&(dep->stats), i);
3074 2773 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2774 {
3078 dep = arch_to_object (deparch); 2775 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2776 int keep_chance = this_stat * this_stat;
3080 } 2777
3081 lose_this_stat = 1; 2778 /* 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) 2779 if (keep_chance < 1)
2780 keep_chance = 1;
2781
2782 /* There is a maximum depletion total per level. */
2783 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2784 {
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; 2785 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2786 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2787 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 } 2788 }
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 */ 2789 else
3123 if (this_stat >= -50)
3124 { 2790 {
3125 change_attr_value (&(dep->stats), i, -1); 2791 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; 2792 lose_this_stat = 0;
2793 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2794 this_stat, keep_chance, loss_chance,
2795 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2796 }
3131 } 2797 }
3132 } 2798 }
2799
2800 if (lose_this_stat)
2801 {
2802 this_stat = get_attr_value (&(dep->stats), i);
2803 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low
2806 * and should be roughly the same, so it shouldn't make a
2807 * difference.
2808 */
2809 if (this_stat >= -50)
2810 {
2811 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats ();
2815 lost_a_stat = 1;
2816 }
3133 } 2817 }
2818 }
2819 }
3134 /* If no stat lost, tell the player. */ 2820 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2821 if (!lost_a_stat)
3136 { 2822 {
3137 /* determine_god() seems to not work sometimes... why is this? 2823 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2824 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2825 const char *god = determine_god (op);
3140 2826
3141 if (god && (strcmp (god, "none"))) 2827 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); 2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2829 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2831 }
3146#else 2832#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2834#endif
3149 2835
3150 /* Put a gravestone up where the character 'almost' died. List the 2836 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2837 * exp loss on the stone.
3152 */ 2838 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2839 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2840 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2841 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2842 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2843 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); 2844 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; 2845 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2846 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2847 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2848
3163 /**************************************/ 2849 /**************************************/
3164 /* */ 2850 /* */
3165 /* Subtract the experience points, */ 2851 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2852 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2853 /* food, and reset HP's... */
3168 /* */ 2854 /* */
3169 /**************************************/ 2855 /**************************************/
3170 2856
3171 /* remove any poisoning and confusion the character may be suffering. */ 2857 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2858 /* restore player */
3173 at = archetype::find ("poisoning"); 2859 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3175 2861
3176 if (tmp) 2862 if (tmp)
3177 { 2863 {
3178 tmp->destroy (); 2864 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2866 }
3181 2867
3182 at = archetype::find ("confusion"); 2868 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2869 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2870 if (tmp)
3185 { 2871 {
3186 tmp->destroy (); 2872 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2874 }
3189 2875
3190 cure_disease (op, 0); /* remove any disease */ 2876 cure_disease (op, 0); /* remove any disease */
3191 2877
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2878 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2879 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2880 if (op->stats.food < 100)
3195 op->stats.food = 900; 2881 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2885
3200 /* 2886 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2887 * 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 2888 * and put them back in the map.
3203 * in the map. 2889 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
3208 2891
3209 /****************************************/ 2892 /****************************************/
3210 /* */ 2893 /* */
3211 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
3213 /* */ 2896 /* */
3214 /****************************************/ 2897 /****************************************/
3215 2898
3216 enter_player_savebed (op); 2899 enter_player_savebed (op);
3217 2900
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2901 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2902
3224 /* it is possible that the player has blown something up 2903 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2904 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2905 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2906 * on the space that might harm the player.
3228 */ 2907 */
3229 will_kill_again = 0; 2908 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2909 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2910 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2911 will_kill_again |= tmp->attacktype;
3233 2912
3234 if (will_kill_again) 2913 if (will_kill_again)
3235 { 2914 {
3236 object *force; 2915 object *force;
3237 int at; 2916 int at;
3238 2917
3239 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2920 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2925 force->resist[at] = 100;
3247 2926
3248 insert_ob_in_ob (force, op); 2927 insert_ob_in_ob (force, op);
3249 fix_player (op); 2928 op->update_stats ();
3250 2929
3251 } 2930 }
3252 2931
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2932 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} 2933}
3322
3323 2934
3324void 2935void
3325loot_object (object *op) 2936loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
3328 2939
3329 if (op->container) 2940 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2941
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
3335 { 2943 {
3336 next = tmp->below; 2944 next = tmp->below;
2945
3337 if (tmp->invisible) 2946 if (tmp->invisible)
3338 continue; 2947 continue;
2948
3339 tmp->remove (); 2949 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
3341 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2954
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2956 {
3347 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
3348 { 2958 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2960 tmp2->destroy ();
3361/* 2971/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2974 * was changed.
3365 */ 2975 */
3366
3367void 2976void
3368fix_weight (void) 2977fix_weight (void)
3369{ 2978{
3370 player *pl; 2979 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2980 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2982
3376 if (old == sum) 2983 if (old == sum)
3377 continue; 2984 continue;
3378 fix_player (pl->ob); 2985 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2987 }
3381} 2988}
3382 2989
3383void 2990void
3384fix_luck (void) 2991fix_luck (void)
3385{ 2992{
3386 player *pl; 2993 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2994 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2995 pl->ob->change_luck (0);
3391} 2996}
3392
3393 2997
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2998/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2999 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3000 * just treat this as any other spell casting object.
3397 */ 3001 */
3398
3399void 3002void
3400cast_dust (object *op, object *throw_ob, int dir) 3003cast_dust (object *op, object *throw_ob, int dir)
3401{ 3004{
3402 object *skop, *spob; 3005 object *skop, *spob;
3403 3006
3437 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3438 { 3041 {
3439 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3441 } 3044 }
3045
3442 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3443} 3047}
3444 3048
3445int 3049int
3446is_true_undead (object *op) 3050is_true_undead (object *op)
3447{ 3051{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3053 return 1;
3452 3054
3453 return 0; 3055 return 0;
3454} 3056}
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3105 */
3504
3505void 3106void
3506do_hidden_move (object *op) 3107do_hidden_move (object *op)
3507{ 3108{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3110 object *skop;
3513 3114
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3116
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3117 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3118 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3119 if (!skop || num >= skop->level)
3520 { 3120 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3121 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3122 make_visible (op);
3523 return; 3123 return;
3524 } 3124 }
3525 else 3125 else
3526 num += 20; 3126 num += 20;
3527 } 3127
3528 num += op->map->difficulty; 3128 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3129 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3130 num -= hide;
3131
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3133 {
3533 make_visible (op); 3134 make_visible (op);
3534 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3137 }
3537 else if (op->type == PLAYER && skop) 3138 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3140}
3542 3141
3543/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3544 3143
3545int 3144int
3612 if (pl->type != PLAYER) 3211 if (pl->type != PLAYER)
3613 { 3212 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3213 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3214 return -1;
3616 } 3215 }
3216
3617 if (!pl || !op) 3217 if (!pl || !op)
3618 return 0; 3218 return 0;
3619 3219
3620 if (op->head)
3621 {
3622 op = op->head; 3220 op = op->head_ ();
3623 } 3221
3624 get_rangevector (pl, op, &rv, 0x1); 3222 get_rangevector (pl, op, &rv, 0x1);
3625 3223
3626 /* starting with the 'head' part, lets loop 3224 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3225 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3344 int i = 0, j = 0;
3747 3345
3748 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3757 3355
3758 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3759 return; 3357 return;
3760 3358
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3360
3763 if (tr == NULL || tr->item == NULL) 3361 if (!tr || !tr->item)
3764 { 3362 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3364 return;
3767 } 3365 }
3768 3366
3893 * not readied. 3491 * not readied.
3894 */ 3492 */
3895void 3493void
3896player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3897{ 3495{
3898 rangetype i; 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3899 3498
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3499 if (pl->combat_ob == ob)
3901 { 3500 pl->combat_ob = 0;
3501
3902 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3903 { 3503 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3504}
3505
3506sint8
3507player::visibility_at (maptile *map, int x, int y) const
3508{
3509 if (!ns)
3510 return 0;
3511
3512 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0;
3515
3516 x += dx - ns->current_x + ns->mapx / 2;
3517 y += dy - ns->current_y + ns->mapy / 2;
3518
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523}

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