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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 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->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;
304 enter_exit (op, 0);
305} 159}
306 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369}
370
371player::~player ()
372{
373 /* Clear item stack */
374 free (stack_items);
375}
376
307/* Tries to add player on the connection passwd in ns. 377/* 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 378 * All we can really get in this is some settings like host and display
309 * mode. 379 * mode.
310 */ 380 */
311 381player *
312int 382player::create ()
313add_player (client *ns)
314{ 383{
315 player *p = new player; 384 player *pl = new player;
316 385
317 p->ns = ns; 386 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 387
320 p->next = first_player; 388 pl->ob->roll_stats ();
321 first_player = p; 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
322 391
323 p = get_player (p);
324
325 set_first_map (p->ob); 392 set_first_map (pl->ob);
326 393
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; 394 return pl;
336} 395}
337 396
338/* 397/*
339 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
342 */ 401 */
343archetype * 402archetype *
344get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
345{ 404{
346 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
347 406
348 for (;;) 407 for (;;)
349 { 408 {
350 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
351 at = first_archetype; 410 i = archetypes.begin ();
352 else 411 else if (*i == at)
353 at = at->next; 412 cleanup ("not a single player archetype found");
354 413
355 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
356 return at; 415 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 416 }
364} 417}
365 418
366object * 419object *
367get_nearest_player (object *mon) 420get_nearest_player (object *mon)
368{ 421{
369 object *op = NULL; 422 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 423 objectlink *ol;
372 unsigned lastdist; 424 unsigned lastdist;
373 rv_vector rv; 425 rv_vector rv;
374 426
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 428 {
377 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 436 object *tmp = ol->ob;
385 437
386 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 439 * itself will have been cleared.
388 */ 440 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
390 ol = ol->next; 443 ol = ol->next;
391 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
392 if (!ol) 445 if (!ol)
393 return op; 446 return op;
394 } 447 }
407 { 460 {
408 op = ol->ob; 461 op = ol->ob;
409 lastdist = rv.distance; 462 lastdist = rv.distance;
410 } 463 }
411 } 464 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 465
413 { 466 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
418 { 469 {
419 op = pl->ob; 470 op = pl->ob;
420 lastdist = rv.distance; 471 lastdist = rv.distance;
421 } 472 }
422 } 473
423 }
424#if 0 474#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 476#endif
427 return op; 477 return op;
428} 478}
446 * circling behaviour. Unfortunately, this function is also used to determined 496 * 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 497 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 498 * is probably not a good thing.
449 */ 499 */
450#define MAX_SPACES 50 500#define MAX_SPACES 50
451
452 501
453/* 502/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * 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 504 * 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 505 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 536 x = mon->x;
488 y = mon->y; 537 y = mon->y;
489 m = mon->map; 538 m = mon->map;
490 dir = rv.direction; 539 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 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); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
493 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 544 if (diff > max)
495 return 0; 545 return 0;
546
496 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
497 { 548 {
498 lastx = x; 549 lastx = x;
499 lasty = y; 550 lasty = y;
500 lastmap = m; 551 lastmap = m;
582 max--; 633 max--;
583 lastdir = dir; 634 lastdir = dir;
584 if (!firstdir) 635 if (!firstdir)
585 firstdir = dir; 636 firstdir = dir;
586 } 637 }
638
587 if (diff <= 1) 639 if (diff <= 1)
588 { 640 {
589 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 642 * headed toward player for entire distance.
591 */ 643 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 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); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 646 }
647
595 if (diff > max) 648 if (diff > max)
596 return 0; 649 return 0;
597 } 650 }
651
598 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
599 if (!max) 653 if (!max)
600 return 0; 654 return 0;
601 655
602 return firstdir; 656 return firstdir;
695 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
696 link_player_skills (pl); 750 link_player_skills (pl);
697} 751}
698 752
699void 753void
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) 754get_party_password (object *op, partylist *party)
785{ 755{
786 if (party == NULL) 756 if (party == NULL)
787 { 757 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 759 return;
790 } 760 }
761
791 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 766}
796 767
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 769static int
800roll_stat (void) 770roll_stat (void)
801{ 771{
802 int a[4], i, j, k; 772 int a[4], i, j, k;
803 773
804 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
806 776
807 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 778 if (a[i] < k)
809 k = a[i], j = i; 779 k = a[i], j = i;
810 780
811 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 782 if (i != j)
814 k += a[i]; 783 k += a[i];
815 } 784
816 return k; 785 return k;
817} 786}
818 787
819void 788void
820roll_stats (object *op) 789object::roll_stats ()
821{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
822 int sum = 0; 795 int sum = 0;
823 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
825 798
826 do 799 if (sum >= 82 && sum <= 116)
800 break;
827 { 801 }
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);
838 802
839 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 804 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;
847 805
848 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
849 do 807 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);
864 808
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; 809 stats.exp = 0;
884 op->stats.ac = 0; 810 stats.ac = 0;
885 811
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; 812 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
894 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
895} 824}
896 825
897void 826void
898Roll_Again (object *op) 827object::swap_stats (int a, int b)
899{ 828{
900 esrv_new_player (op->contr, 0); 829 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}
904 830
905void 831 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
907{ 858{
908 signed char tmp;
909 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
910 860
911 if (op->contr->Swap_First == -1) 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
1026 866
1027/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1031 * not the class. 871 * not the class.
1032 */ 872 */
1033 873void
1034int 874player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 875{
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 */ 876 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 878
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 880 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1055 882
1056 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1058 885
1059 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1060 887
1061 if (op->msg) 888 if (ob->msg)
1062 op->msg = NULL; 889 ob->msg = 0;
1063 890
1064 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1065 * to save here. 892 * to save here.
1066 */ 893 */
894 {
895 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1069 899
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 900 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 903 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1078 fix_player (op); 905 ob->update_stats ();
1079 906
1080 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1081 * is one for this race 908 * is one for this race
1082 */ 909 */
1083 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1084 { 911 {
1085 object *tmp; 912 object *tmp;
1086 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1087 914
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1089 tmp = object::create (); 916 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1095 * default initial map */ 922 * default initial map */
1096 tmp->destroy (); 923 tmp->destroy ();
1097 } 924 }
1098 else 925 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
1100 928
1101 return 0; 929void
1102 } 930player::chargen_race_next ()
1103 931{
1104 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1106 */ 934 */
1107 935
1108 tmp_loop = 0; 936 do
1109 while (!tmp_loop)
1110 { 937 {
1111 shstr name = op->name; 938 shstr name = ob->name;
1112 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1113 940
1114 remove_statbonus (op); 941 ob->remove_statbonus ();
1115 op->remove (); 942 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1118 op->instantiate (); 945 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1121 op->x = x; 948 ob->x = x;
1122 op->y = y; 949 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 953 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 954 }
955 while (!allowed_class (ob));
1129 956
1130 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 959 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 962 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} 963}
1192 964
1193void 965void
1194flee_player (object *op) 966flee_player (object *op)
1195{ 967{
1242 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1016 op->enemy = NULL;
1245} 1017}
1246 1018
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* 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 1020 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1021 * stop.
1251 */ 1022 */
1252int 1023int
1253check_pick (object *op) 1024check_pick (object *op)
1254{ 1025{
1255 object *tmp, *next; 1026 object *tmp, *next;
1256 int stop = 0; 1027 int stop = 0;
1257 int j, k, wvratio; 1028 int wvratio;
1258 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1259 1030
1260 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1262 return 1; 1033 return 1;
1263 1034
1331 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 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)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1105 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 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 } 1110 }
1111
1368 /* philosophy: 1112 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1113 * 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 1114 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1116 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1117 * example.
1374 * The drawback: right now it has no frontend, so you need to 1118 * 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 1119 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1561 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1307 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1565 { 1309 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1312 {
1569 pick_up (op, tmp); 1313 pick_up (op, tmp);
1570 continue; 1314 continue;
1571 } 1315 }
1572 } 1316 }
1573 1317
1574 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1575 { 1319 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1577 { 1321 {
1578 pick_up (op, tmp); 1322 pick_up (op, tmp);
1579 continue; 1323 continue;
1580 } 1324 }
1581 } 1325 }
1606 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1607 { 1351 {
1608 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1609 } 1353 }
1610 else 1354 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1614#endif 1358#endif
1615 continue; 1359 continue;
1616 } 1360 }
1627 * found object is returned. 1371 * found object is returned.
1628 */ 1372 */
1629object * 1373object *
1630find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1631{ 1375{
1632 object *tmp = NULL; 1376 object *tmp = 0;
1633 1377
1634 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1638 return op; 1382 return op;
1383
1639 return tmp; 1384 return tmp;
1640} 1385}
1641 1386
1642/* 1387/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * 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 1389 * 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 1390 * 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. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1392 */
1648
1649object * 1393object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1395{
1652 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1686 else 1430 else
1687 { 1431 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1433 {
1690 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1437 {
1694 tmp = arrow; 1438 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1440 }
1697 } 1441 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1443 {
1700 tmp = arrow; 1444 tmp = arrow;
1719 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1464 * op = the shooter
1721 * type = bow->race 1465 * type = bow->race
1722 * dir = fire direction 1466 * dir = fire direction
1723 */ 1467 */
1724
1725object * 1468object *
1726pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1727{ 1470{
1728 object *tmp = NULL; 1471 object *tmp = NULL;
1729 maptile *m; 1472 maptile *m;
1794 */ 1537 */
1795int 1538int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1540{
1798 object *left, *bow; 1541 object *left, *bow;
1799 int bowspeed, mflags; 1542 int mflags;
1800 maptile *m; 1543 maptile *m;
1801 1544
1802 if (!dir) 1545 if (!dir)
1803 { 1546 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1548 return 0;
1806 } 1549 }
1807 1550
1808 if (op->type == PLAYER) 1551 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1810 else 1553 else
1811 { 1554 {
1812 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* 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. 1557 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1562 if (!bow)
1820 { 1563 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1565 return 0;
1823 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1824 } 1575 }
1825 1576
1826 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1827 { 1578 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1580 return 0;
1830 } 1581 }
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 1582
1841 if (arrow == NULL) 1583 if (arrow == NULL)
1842 { 1584 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1586 {
1845 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 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 */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1590 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1850 return 0; 1593 return 0;
1851 } 1594 }
1852 } 1595 }
1853 1596
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1619 return 0;
1877 } 1620 }
1878 1621
1879 arrow->set_owner (op); 1622 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1624 arrow->direction = dir;
1883 arrow->x = sx; 1625
1884 arrow->y = sy; 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1658
1886 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1887 { 1660 {
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; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1921 } 1668 }
1922 else 1669 else
1923 { 1670 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1671 arrow->level = op->level;
1926 } 1672 arrow->stats.wc -= bow->magic;
1927 1673
1928 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1929 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1930 1679
1931 if (bow->slaying) 1680 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1682
1934 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1686
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1940 1689
1941 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1691 move_arrow (arrow);
1943 1692
1944 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1964{ 1713{
1965 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1966 1715
1967 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1968 { 1717 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1719 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1721 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1723 wcmod = -1;
1724
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1726 }
1977 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1978 { 1728 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1734 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 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); 1736 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); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1738 }
1990 else 1739 else
1991 { 1740 {
1992 /* Simple case */ 1741 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1743 }
1744
1995 return ret; 1745 return ret;
1996} 1746}
1997
1998 1747
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2001 */ 1750 */
2002void 1751void
2003fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2004{ 1753{
2005 object *item; 1754 object *item = op->contr->ranged_ob;
2006 1755
2007 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2008 { 1757 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1759 return;
2011 } 1760 }
2012 1761
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1762 if (!item->inv)
2015 { 1763 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1765 return;
2018 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2019 if (item->type == WAND) 1771 if (item->type == WAND)
2020 { 1772 {
2021 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2022 { 1774 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 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)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2025 return; 1778 return;
2026 } 1779 }
2027 } 1780 }
2028 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2029 { 1782 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1784 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2033 if (item->type == ROD) 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1789 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
2037 return; 1792 return;
2038 } 1793 }
2039 } 1794 }
2040 1795
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2048 object *tmp; 1803 object *tmp;
2049 1804
2050 if (item->arch) 1805 if (item->arch)
2051 { 1806 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2054 item->speed = 0; 1809 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1810 }
1811
2057 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1814 }
2060 } 1815 }
2061 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1817 drain_rod_charge (item);
2064 }
2065 } 1818 }
2066} 1819}
2067 1820
2068/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2069 */ 1822 */
2070void 1823bool
2071fire (object *op, int dir) 1824fire (object *op, int dir)
2072{ 1825{
2073 int spellcost = 0; 1826 int spellcost = 0;
2074 1827
2075 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2077 make_visible (op); 1830 make_visible (op);
2078 1831
2079 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
2080 { 1838 }
2081 case range_none:
2082 return;
2083 1839
2084 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2085 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2086 return; 1857 break;
2087 1858
2088 case range_magic: /* Casting spells */ 1859 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1861 break;
2091 1862
2092 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
2093 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2094 return; 1873 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 } 1874 }
2122}
2123 1875
2124 1876 return true;
1877}
2125 1878
2126/* find_key 1879/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1880 * 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 1881 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1884 * pl is the player,
2132 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2135 */ 1888 */
2136
2137object * 1889object *
2138find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2139{ 1891{
2140 object *tmp, *key; 1892 object *tmp, *key;
2141 1893
2142 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1895 if (!container->inv)
2144 return NULL; 1896 return 0;
2145 1897
2146 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1900 {
2149 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1902 break;
2151 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2153 */ 1905 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1907 break;
2156 } 1908 }
1909
2157 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1911 /* 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 1912 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1913 * a key, return
2161 */ 1914 */
2162 if (!tmp) 1915 if (!tmp)
2163 { 1916 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1918 {
2166 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1921 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2170 return key; 1923 return key;
2171 } 1924 }
2172 } 1925 }
1926
2173 if (!tmp) 1927 if (!tmp)
2174 return NULL; 1928 return NULL;
2175 } 1929 }
1930
2176 /* We get down here if we have found a key. Now if its in a container, 1931 /* 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 1932 * see if we actually want to use it
2178 */ 1933 */
2179 if (pl != container) 1934 if (pl != container)
2180 { 1935 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 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)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1958 return NULL;
2204 } 1959 }
2205 } 1960 }
1961
2206 return tmp; 1962 return tmp;
2207} 1963}
2208 1964
2209/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1968 * 0 otherwise
2213 */ 1969 */
2214static int 1970static int
2215player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2216{ 1972{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* 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 - 1974 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2220 */ 1976 */
2221 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2222 1978
2223 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2224 if (key) 1980 if (key)
2225 { 1981 {
2226 object *container = key->env; 1982 object *container = key->env;
2227 1983
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2229 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2230 make_visible (op); 1987 make_visible (op);
1988
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2233 if (door->type == DOOR) 1992 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2238 { 1995 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 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 ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1998 }
1999
2242 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2245 if (container != op) 2003 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2247 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2248 } 2007 }
2249 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2250 { 2009 {
2251 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2012 return 1;
2254 } 2013 }
2014
2255 return 0; 2015 return 0;
2256} 2016}
2257 2017
2258/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2263 */ 2023 */
2264void 2024bool
2265move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2266{ 2026{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2027 int on_battleground;
2270 maptile *m;
2271 2028
2272 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2274 2031
2275 on_battleground = op_on_battleground (op, 0, 0); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2276 2042
2277 /* If braced, or can't move to the square, and it is not out of the 2043 /* 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 2044 * 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 2045 * 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 2046 * 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 2047 * 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 2048 * 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 2049 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2050 * move_ob uses.
2285 */ 2051 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 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 2053
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 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2057 * on the space
2308 */ 2058 */
2309 while (tmp) 2059 object *mon;
2310 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2061 {
2312 { 2062 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2314 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2065 && mon != op)
2320 break; 2066 break;
2321 } 2067 }
2322 2068
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 */ 2069 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2070 return false; /* into a wall */
2331 2071
2332 if (mon->head)
2333 mon = mon->head; 2072 mon = mon->head_ ();
2334 2073
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2337 return; 2079 return true;
2080 }
2338 2081
2339 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2087 * and thus will not push them.
2345 */ 2088 */
2346 2089
2347 /* If the creature is a pet, push it even if the player is not 2090 /* 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 2091 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2350 */ 2093 */
2351 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2097 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2099 {
2361 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2101 if (op->contr->braced)
2363 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2366 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2112 make_visible (op);
2113
2368 return; 2114 return true;
2369 } 2115 }
2116 else
2117 return false;
2118 }
2370 2119
2371 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2123 * attack them either.
2375 */ 2124 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2127 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2387 { 2132 {
2133 --op->speed_left;
2134
2388 if (!op->contr->braced) 2135 if (!op->contr->braced)
2389 { 2136 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2392 } 2139 }
2393 else 2140 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2395 2142
2396 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2144 make_visible (op);
2398 }
2399 2145
2146 return true;
2147 }
2148 }
2400 /* If the object is a boulder or other rollable object, then 2149 /* 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. 2150 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2151 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2404 { 2155 {
2156 --op->speed_left;
2157
2405 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2407 make_visible (op); 2160 make_visible (op);
2408 }
2409 2161
2162 return true;
2163 }
2164 }
2410 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2166 * 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: 2167 * 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 2168 * 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. 2169 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2170 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 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))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2173 {
2420 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2175 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2177
2433 skill_attack (mon, op, 0, 0, 0); 2178 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 2179
2449 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2450 make_visible (op); 2181 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2182
2455int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2456move_player (object *op, int dir) 2191move_player (object *op, int dir)
2457{ 2192{
2458 int pick; 2193 int pick;
2459 2194
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2196 return 0;
2462 2197
2463 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2465 { 2200 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2202 return 0;
2468 } 2203 }
2469 2204
2470 /* peterm: added following line */ 2205 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2208
2474 op->facing = dir; 2209 op->facing = dir;
2475 2210
2476 if (op->hide) 2211 if (op->hide)
2477 do_hidden_move (op); 2212 do_hidden_move (op);
2478 2213
2214 bool retval;
2215
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2217 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2482 fire (op, dir); 2219 retval = fire (op, dir);
2483 else 2220 else
2484 { 2221 {
2485 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2223 pick = check_pick (op);
2487 } 2224 }
2488 2225
2489 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2227 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2236 * for players.
2500 */ 2237 */
2501 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2502 return 0; 2239
2240 return retval;
2503} 2241}
2504 2242
2505/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2244 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2246 * the new speed values for commands.
2509 * 2247 *
2510 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2511 */ 2251 */
2512int 2252bool
2513handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2514{ 2254{
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)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2256 {
2537 flee_player (op); 2257 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 { 2258 {
2541 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2542 return 0; 2262 return true;
2543 } 2263 }
2264 else
2265 return false;
2544 } 2266 }
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 2267
2554 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2270 * called, so we recheck it here.
2557 */ 2271 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 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; 2273 return true;
2564 2274
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 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); 2276 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2277
2581 return 0; 2278 return false;
2582} 2279}
2583 2280
2584int 2281int
2585save_life (object *op) 2282save_life (object *op)
2586{ 2283{
2603 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2604 2301
2605 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2606 op->stats.food = 999; 2303 op->stats.food = 999;
2607 2304
2608 fix_player (op); 2305 op->update_stats ();
2609 return 1; 2306 return 1;
2610 } 2307 }
2611 2308
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2318 * from.
2622 */ 2319 */
2623void 2320void
2624remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2625{ 2322{
2626 object *next;
2627
2628 while (op) 2323 while (op)
2629 { 2324 {
2630 next = op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2326
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2328 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2641 } 2333 }
2642 else if (op->inv) 2334 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2644 2336
2645 op = next; 2337 op = next;
2646 } 2338 }
2647} 2339}
2648
2649 2340
2650/* 2341/*
2651 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2379 strcat (buf2, buf);
2689 2380
2690 return buf2; 2381 return buf2;
2691} 2382}
2692
2693
2694 2383
2695void 2384void
2696do_some_living (object *op) 2385do_some_living (object *op)
2697{ 2386{
2698 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2393 int rate_grace = 2000;
2705 const int max_hp = 1; 2394 const int max_hp = 1;
2706 const int max_sp = 1; 2395 const int max_sp = 1;
2707 const int max_grace = 1; 2396 const int max_grace = 1;
2708 2397
2709 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2710 { 2407 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2408 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) 2409 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2714 } 2415 }
2715 2416
2716 if (op->contr->ns->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2717 { 2418 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2423 else
2724 { 2424 {
2725 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2427 }
2428
2728 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2431 else
2731 { 2432 {
2732 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2435 }
2436
2735 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2439 else
2738 { 2440 {
2739 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2443 }
2742 2444
2743 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2447 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 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) 2449 if (op->stats.sp < op->stats.maxsp)
2748 { 2450 {
2749 op->stats.sp++; 2451 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2459 op->stats.food = last_food;
2758 } 2460 }
2759 } 2461 }
2462
2760 if (max_sp > 1) 2463 if (max_sp > 1)
2761 { 2464 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2466 if (over_sp > 0)
2764 { 2467 {
2765 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2766 { 2469 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2473 op->stats.sp--;
2474
2770 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2772 } 2477 }
2773 op->last_sp = 0; 2478 op->last_sp = 0;
2774 } 2479 }
2775 else 2480 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2482 }
2780 else 2483 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2485 }
2785 2486
2786 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2789 { 2490 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2792 if (max_grace > 1) 2494 if (max_grace > 1)
2793 { 2495 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2497 if (over_grace > 0)
2796 { 2498 {
2824 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2528 op->stats.food = last_food;
2827 } 2529 }
2828 } 2530 }
2531
2829 if (max_hp > 1) 2532 if (max_hp > 1)
2830 { 2533 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2535 if (over_hp > 0)
2833 { 2536 {
2846 } 2549 }
2847 2550
2848 /* Digestion */ 2551 /* Digestion */
2849 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2850 { 2553 {
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; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2555
2858 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2558 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2862 /* dms do not consume food */ 2561 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2563 op->stats.food--;
2865 } 2564 }
2866 }
2867 2565
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2567 {
2870 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2871 2569
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2571 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2579 break;
2882 } 2580 }
2883 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2884 flesh = tmp; 2582 flesh = tmp;
2885 } /* End if paid for object */ 2583 } /* End if paid for object */
2886 } /* end of for loop */ 2584 } /* end of for loop */
2585
2887 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2587 * eat flesh instead.
2889 */ 2588 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2590 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2894 } 2593 }
2895 } /* end if player is starving */ 2594 }
2896 2595
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2899 2598
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2600 kill_player (op);
2601 }
2902} 2602}
2903
2904
2905 2603
2906/* If the player should die (lack of hp, food, etc), we call this. 2604/* 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 2605 * 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 2606 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2607 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2637 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..."); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2639
2942 /* restore player */ 2640 /* restore player */
2943 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2643 {
2947 tmp->destroy (); 2644 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2646 }
2950 2647
2951 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2650 {
2955 tmp->destroy (); 2651 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2653 }
2958 2654
2960 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2658 op->stats.food = 999;
2963 2659
2964 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2662 {
2968 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2664 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " 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); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2668 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2672 }
2979 2673
2980 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2676 op->contr->braced = 0;
2987 2681
2988 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2989 2683
2990 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2991 { 2685 {
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); 2686 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3001 } 2688 }
3002 else 2689 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); 2690 sprintf (buf, "%s died.", &op->name);
3012 } 2691
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2693
3015 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3016 x = op->x; 2695 x = op->x;
3017 y = op->y; 2696 y = op->y;
3018 map = op->map; 2697 map = op->map;
3019 2698
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2700 * 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. 2701 * See the config.h file for a little more in depth detail about this.
3026 */ 2702 */
3027 2703
3028 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2706 * of death.
3031 */ 2707 */
3032#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3034 { 2710 {
3035 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2713 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2716 little bit harder. */
3041 /* GD */ 2717 /* GD */
3042 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2719 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2720 else
3048 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3049 num_stats_lose = 1; 2724 num_stats_lose = 1;
3050 } 2725
3051 lost_a_stat = 0; 2726 lost_a_stat = 0;
3052 2727
3053 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3054 { 2729 {
3055 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3056 2731
3057 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
3058 { 2752 {
3059 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3060 * what he lost. 2754 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 } 2755 }
3069 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3070 { 2758 {
3071 /* deplete a stat */ 2759 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3073 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3074 2762 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2763 {
3078 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3080 } 2766
3081 lose_this_stat = 1; 2767 /* 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) 2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2773 {
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; 2774 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2776 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 } 2777 }
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 */ 2778 else
3123 if (this_stat >= -50)
3124 { 2779 {
3125 change_attr_value (&(dep->stats), i, -1); 2780 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; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2785 }
3131 } 2786 }
3132 } 2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
3133 } 2806 }
2807 }
2808 }
3134 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2810 if (!lost_a_stat)
3136 { 2811 {
3137 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3140 2815
3141 if (god && (strcmp (god, "none"))) 2816 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); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2818 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2820 }
3146#else 2821#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2823#endif
3149 2824
3150 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2826 * exp loss on the stone.
3152 */ 2827 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2830 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2832 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); 2833 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; 2834 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2837
3163 /**************************************/ 2838 /**************************************/
3164 /* */ 2839 /* */
3165 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3168 /* */ 2843 /* */
3169 /**************************************/ 2844 /**************************************/
3170 2845
3171 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2847 /* restore player */
3173 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3175 2850
3176 if (tmp) 2851 if (tmp)
3177 { 2852 {
3178 tmp->destroy (); 2853 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2855 }
3181 2856
3182 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2859 if (tmp)
3185 { 2860 {
3186 tmp->destroy (); 2861 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2863 }
3189 2864
3190 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3191 2866
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3195 op->stats.food = 900; 2870 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2874
3200 /* 2875 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2876 * 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 2877 * and put them back in the map.
3203 * in the map. 2878 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3208 2880
3209 /****************************************/ 2881 /****************************************/
3210 /* */ 2882 /* */
3211 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3213 /* */ 2885 /* */
3214 /****************************************/ 2886 /****************************************/
3215 2887
3216 enter_player_savebed (op); 2888 enter_player_savebed (op);
3217 2889
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2890 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2891
3224 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2895 * on the space that might harm the player.
3228 */ 2896 */
3229 will_kill_again = 0; 2897 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3233 2901
3234 if (will_kill_again) 2902 if (will_kill_again)
3235 { 2903 {
3236 object *force; 2904 object *force;
3237 int at; 2905 int at;
3238 2906
3239 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2909 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2914 force->resist[at] = 100;
3247 2915
3248 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3249 fix_player (op); 2917 op->update_stats ();
3250 2918
3251 } 2919 }
3252 2920
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 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} 2922}
3322
3323 2923
3324void 2924void
3325loot_object (object *op) 2925loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3328 2928
3329 if (op->container) 2929 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2930
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3335 { 2932 {
3336 next = tmp->below; 2933 next = tmp->below;
2934
3337 if (tmp->invisible) 2935 if (tmp->invisible)
3338 continue; 2936 continue;
2937
3339 tmp->remove (); 2938 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3341 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2943
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2945 {
3347 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3348 { 2947 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2949 tmp2->destroy ();
3361/* 2960/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2963 * was changed.
3365 */ 2964 */
3366
3367void 2965void
3368fix_weight (void) 2966fix_weight (void)
3369{ 2967{
3370 player *pl; 2968 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2969 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2971
3376 if (old == sum) 2972 if (old == sum)
3377 continue; 2973 continue;
3378 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2976 }
3381} 2977}
3382 2978
3383void 2979void
3384fix_luck (void) 2980fix_luck (void)
3385{ 2981{
3386 player *pl; 2982 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2983 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3391} 2985}
3392
3393 2986
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3397 */ 2990 */
3398
3399void 2991void
3400cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3401{ 2993{
3402 object *skop, *spob; 2994 object *skop, *spob;
3403 2995
3437 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3438 { 3030 {
3439 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3441 } 3033 }
3034
3442 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3443} 3036}
3444 3037
3445int 3038int
3446is_true_undead (object *op) 3039is_true_undead (object *op)
3447{ 3040{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3042 return 1;
3452 3043
3453 return 0; 3044 return 0;
3454} 3045}
3455 3046
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3094 */
3504
3505void 3095void
3506do_hidden_move (object *op) 3096do_hidden_move (object *op)
3507{ 3097{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3099 object *skop;
3513 3103
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3105
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3520 { 3109 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3111 make_visible (op);
3523 return; 3112 return;
3524 } 3113 }
3525 else 3114 else
3526 num += 20; 3115 num += 20;
3527 } 3116
3528 num += op->map->difficulty; 3117 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3119 num -= hide;
3120
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3122 {
3533 make_visible (op); 3123 make_visible (op);
3534 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3126 }
3537 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3129}
3542 3130
3543/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3544 3132
3545int 3133int
3612 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3613 { 3201 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3203 return -1;
3616 } 3204 }
3205
3617 if (!pl || !op) 3206 if (!pl || !op)
3618 return 0; 3207 return 0;
3619 3208
3620 if (op->head)
3621 {
3622 op = op->head; 3209 op = op->head_ ();
3623 } 3210
3624 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3625 3212
3626 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3214 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3629 * a blocked los square. 3216 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3631 */ 3218 */
3632 while (op) 3219 while (op)
3633 { 3220 {
3634 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3636 3223
3637 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3226 * for any meaningful values.
3640 */ 3227 */
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3333 int i = 0, j = 0;
3747 3334
3748 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3757 3344
3758 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3759 return; 3346 return;
3760 3347
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3349
3763 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3764 { 3351 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3353 return;
3767 } 3354 }
3768 3355
3769 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3357 item = tr->item;
3771 3358
3772 if (item->type == SPELL) 3359 if (item->type == SPELL)
3773 { 3360 {
3774 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3775 return; 3362 return;
3835 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3423 object *skin;
3837 3424
3838 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3841 ; 3428 ;
3842 3429
3843 if (!skin) 3430 if (!skin)
3844 return; 3431 return;
3845 3432
3893 * not readied. 3480 * not readied.
3894 */ 3481 */
3895void 3482void
3896player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3897{ 3484{
3898 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3899 3487
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3901 { 3489 pl->combat_ob = 0;
3490
3902 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3903 { 3492 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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