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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 1.151 by root, Sat Jun 16 00:12:20 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 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
307/* Tries to add player on the connection passwd in ns. 379/* 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 380 * All we can really get in this is some settings like host and display
309 * mode. 381 * mode.
310 */ 382 */
311 383player *
312int 384player::create ()
313add_player (client *ns)
314{ 385{
315 player *p = new player; 386 player *pl = new player;
316 387
317 p->ns = ns; 388 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 389
320 p->next = first_player; 390 pl->ob->roll_stats ();
321 first_player = p; 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
322 393
323 p = get_player (p);
324
325 set_first_map (p->ob); 394 set_first_map (pl->ob);
326 395
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; 396 return pl;
336} 397}
337 398
338/* 399/*
339 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
342 */ 403 */
343archetype * 404archetype *
344get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
345{ 406{
346 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
347 408
348 for (;;) 409 for (;;)
349 { 410 {
350 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
351 at = first_archetype; 412 i = archetypes.begin ();
352 else 413 else if (*i == at)
353 at = at->next; 414 cleanup ("not a single player archetype found");
354 415
355 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
356 return at; 417 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 418 }
364} 419}
365 420
366object * 421object *
367get_nearest_player (object *mon) 422get_nearest_player (object *mon)
368{ 423{
369 object *op = NULL; 424 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 425 objectlink *ol;
372 unsigned lastdist; 426 unsigned lastdist;
373 rv_vector rv; 427 rv_vector rv;
374 428
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 430 {
377 /* We should not find free objects on this friendly list, but it 431 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 432 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 433 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 434 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 438 object *tmp = ol->ob;
385 439
386 /* Can't do much more other than log the fact, because the object 440 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 441 * itself will have been cleared.
388 */ 442 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
390 ol = ol->next; 445 ol = ol->next;
391 remove_friendly_object (tmp); 446 remove_friendly_object (tmp);
392 if (!ol) 447 if (!ol)
393 return op; 448 return op;
394 } 449 }
407 { 462 {
408 op = ol->ob; 463 op = ol->ob;
409 lastdist = rv.distance; 464 lastdist = rv.distance;
410 } 465 }
411 } 466 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 467
413 { 468 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 469 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 470 if (lastdist > rv.distance)
418 { 471 {
419 op = pl->ob; 472 op = pl->ob;
420 lastdist = rv.distance; 473 lastdist = rv.distance;
421 } 474 }
422 } 475
423 }
424#if 0 476#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 477 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 478#endif
427 return op; 479 return op;
428} 480}
446 * circling behaviour. Unfortunately, this function is also used to determined 498 * 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 499 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 500 * is probably not a good thing.
449 */ 501 */
450#define MAX_SPACES 50 502#define MAX_SPACES 50
451
452 503
453/* 504/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 505 * 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 506 * 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 507 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 538 x = mon->x;
488 y = mon->y; 539 y = mon->y;
489 m = mon->map; 540 m = mon->map;
490 dir = rv.direction; 541 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 542 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); 543 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544
493 /* If we can't solve it within the search distance, return now. */ 545 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 546 if (diff > max)
495 return 0; 547 return 0;
548
496 while (diff > 1 && max > 0) 549 while (diff > 1 && max > 0)
497 { 550 {
498 lastx = x; 551 lastx = x;
499 lasty = y; 552 lasty = y;
500 lastmap = m; 553 lastmap = m;
582 max--; 635 max--;
583 lastdir = dir; 636 lastdir = dir;
584 if (!firstdir) 637 if (!firstdir)
585 firstdir = dir; 638 firstdir = dir;
586 } 639 }
640
587 if (diff <= 1) 641 if (diff <= 1)
588 { 642 {
589 /* Recalculate diff (distance) because we may not have actually 643 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 644 * headed toward player for entire distance.
591 */ 645 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 646 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); 647 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 648 }
649
595 if (diff > max) 650 if (diff > max)
596 return 0; 651 return 0;
597 } 652 }
653
598 /* If we reached the max, didn't find a direction in time */ 654 /* If we reached the max, didn't find a direction in time */
599 if (!max) 655 if (!max)
600 return 0; 656 return 0;
601 657
602 return firstdir; 658 return firstdir;
695 /* Need to set up the skill pointers */ 751 /* Need to set up the skill pointers */
696 link_player_skills (pl); 752 link_player_skills (pl);
697} 753}
698 754
699void 755void
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) 756get_party_password (object *op, partylist *party)
785{ 757{
786 if (party == NULL) 758 if (party == NULL)
787 { 759 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 760 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 761 return;
790 } 762 }
763
791 op->contr->write_buf[0] = '\0'; 764 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 765 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 766 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 767 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 768}
796 769
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 770/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 771static int
800roll_stat (void) 772roll_stat (void)
801{ 773{
802 int a[4], i, j, k; 774 int a[4], i, j, k;
803 775
804 for (i = 0; i < 4; i++) 776 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 777 a[i] = (int) rndm (6) + 1;
806 778
807 for (i = 0, j = 0, k = 7; i < 4; i++) 779 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 780 if (a[i] < k)
809 k = a[i], j = i; 781 k = a[i], j = i;
810 782
811 for (i = 0, k = 0; i < 4; i++) 783 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 784 if (i != j)
814 k += a[i]; 785 k += a[i];
815 } 786
816 return k; 787 return k;
817} 788}
818 789
819void 790void
820roll_stats (object *op) 791object::roll_stats ()
821{ 792{
793 int statsort [NUM_STATS];
794
795 for (;;)
796 {
822 int sum = 0; 797 int sum = 0;
823 int i = 0, j = 0; 798 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 799 sum += statsort [i] = roll_stat ();
825 800
826 do 801 if (sum >= 82 && sum <= 116)
802 break;
827 { 803 }
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);
838 804
839 /* Sort the stats so that rerolling is easier... */ 805 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 806 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;
847 807
848 /* a quick and dirty bubblesort? */ 808 for (int i = 0; i < NUM_STATS; ++i)
849 do 809 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);
864 810
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; 811 stats.exp = 0;
884 op->stats.ac = 0; 812 stats.ac = 0;
885 813
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; 814 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 815 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
894 op->contr->orig_stats = op->stats; 824 contr->orig_stats = stats;
825 }
895} 826}
896 827
897void 828void
898Roll_Again (object *op) 829object::swap_stats (int a, int b)
899{ 830{
900 esrv_new_player (op->contr, 0); 831 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}
904 832
905void 833 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 834 stats.stat (i) = contr->orig_stats.stat (i);
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
907{ 860{
908 signed char tmp;
909 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
910 862
911 if (op->contr->Swap_First == -1) 863 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); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 865 //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); 866 //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} 867}
1026 868
1027/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1031 * not the class. 873 * not the class.
1032 */ 874 */
1033 875void
1034int 876player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 877{
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 */ 878 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 879 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 880
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 881 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 882 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 883 create_treasure (tl, ob, 0, 0, 0);
1055 884
1056 INVOKE_PLAYER (BIRTH, op->contr); 885 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 886 INVOKE_PLAYER (LOGIN, ob->contr);
1058 887
1059 op->contr->ns->state = ST_PLAYING; 888 ob->contr->ns->state = ST_PLAYING;
1060 889
1061 if (op->msg) 890 if (ob->msg)
1062 op->msg = NULL; 891 ob->msg = 0;
1063 892
1064 /* We create this now because some of the unique maps will need it 893 /* We create this now because some of the unique maps will need it
1065 * to save here. 894 * to save here.
1066 */ 895 */
896 {
897 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 899 make_path_to_file (buf);
900 }
1069 901
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 902 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 903 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 904 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 905 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 906 esrv_send_inventory (ob, ob);
1078 fix_player (op); 907 ob->update_stats ();
1079 908
1080 /* This moves the player to a different start map, if there 909 /* This moves the player to a different start map, if there
1081 * is one for this race 910 * is one for this race
1082 */ 911 */
1083 if (*first_map_ext_path) 912 if (*first_map_ext_path)
1084 { 913 {
1085 object *tmp; 914 object *tmp;
1086 char mapname[MAX_BUF]; 915 char mapname[MAX_BUF];
1087 916
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1089 tmp = object::create (); 918 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 919 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 920 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 921 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 923 * if the map isn't there, then stay on the
1095 * default initial map */ 924 * default initial map */
1096 tmp->destroy (); 925 tmp->destroy ();
1097 } 926 }
1098 else 927 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 928 LOG (llevDebug, "first_map_ext_path not set\n");
929}
1100 930
1101 return 0; 931void
1102 } 932player::chargen_race_next ()
1103 933{
1104 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1106 */ 936 */
1107 937
1108 tmp_loop = 0; 938 do
1109 while (!tmp_loop)
1110 { 939 {
1111 shstr name = op->name; 940 shstr name = ob->name;
1112 int x = op->x, y = op->y; 941 int x = ob->x, y = ob->y;
1113 942
1114 remove_statbonus (op); 943 ob->remove_statbonus ();
1115 op->remove (); 944 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 945 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 946 ob->arch->copy_to (ob);
1118 op->instantiate (); 947 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 948 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 949 ob->name = ob->name_pl = name;
1121 op->x = x; 950 ob->x = x;
1122 op->y = y; 951 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 952 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 953 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 954 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 955 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 956 }
957 while (!allowed_class (ob));
1129 958
1130 update_object (op, UP_OBJ_FACE); 959 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 960 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 961 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 962 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 963 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 964 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} 965}
1192 966
1193void 967void
1194flee_player (object *op) 968flee_player (object *op)
1195{ 969{
1242 /* Cornered, get rid of scared */ 1016 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1018 op->enemy = NULL;
1245} 1019}
1246 1020
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1021/* 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 1022 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1023 * stop.
1251 */ 1024 */
1252int 1025int
1253check_pick (object *op) 1026check_pick (object *op)
1254{ 1027{
1255 object *tmp, *next; 1028 object *tmp, *next;
1256 int stop = 0; 1029 int stop = 0;
1257 int j, k, wvratio; 1030 int wvratio;
1258 char putstring[128], tmpstr[16]; 1031 char putstring[128];
1259 1032
1260 /* if you're flying, you cna't pick up anything */ 1033 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1034 if (op->move_type & MOVE_FLYING)
1262 return 1; 1035 return 1;
1263 1036
1331 if (tmp->name != NULL) 1104 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1105 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)))); 1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1107 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 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)))); 1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1111 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 } 1112 }
1113
1368 /* philosophy: 1114 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1115 * 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 1116 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1117 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1118 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1119 * example.
1374 * The drawback: right now it has no frontend, so you need to 1120 * 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 1121 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1122 * convert to decimal and then 'pickup <#>
1561 /* careful: chairs and tables are weapons! */ 1307 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON) 1308 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1309 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1310 if (tmp->type == WEAPON && tmp->name != NULL)
1565 { 1311 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1314 {
1569 pick_up (op, tmp); 1315 pick_up (op, tmp);
1570 continue; 1316 continue;
1571 } 1317 }
1572 } 1318 }
1573 1319
1574 if (tmp->type == WEAPON && tmp->name == NULL) 1320 if (tmp->type == WEAPON && tmp->name == NULL)
1575 { 1321 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1577 { 1323 {
1578 pick_up (op, tmp); 1324 pick_up (op, tmp);
1579 continue; 1325 continue;
1580 } 1326 }
1581 } 1327 }
1606 if (tmp->name != NULL) 1352 if (tmp->name != NULL)
1607 { 1353 {
1608 fprintf (stderr, "%s", tmp->name); 1354 fprintf (stderr, "%s", tmp->name);
1609 } 1355 }
1610 else 1356 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1357 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1358 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1359 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1614#endif 1360#endif
1615 continue; 1361 continue;
1616 } 1362 }
1627 * found object is returned. 1373 * found object is returned.
1628 */ 1374 */
1629object * 1375object *
1630find_arrow (object *op, const char *type) 1376find_arrow (object *op, const char *type)
1631{ 1377{
1632 object *tmp = NULL; 1378 object *tmp = 0;
1633 1379
1634 for (op = op->inv; op; op = op->below) 1380 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1382 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1383 else if (op->type == ARROW && op->race == type)
1638 return op; 1384 return op;
1385
1639 return tmp; 1386 return tmp;
1640} 1387}
1641 1388
1642/* 1389/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1390 * 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 1391 * 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 1392 * 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. 1393 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1394 */
1648
1649object * 1395object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1396find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1397{
1652 object *tmp = NULL, *arrow, *ntmp; 1398 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1399 int attacknum, attacktype, betterby = 0, i;
1686 else 1432 else
1687 { 1433 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1434 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1435 {
1690 attacktype = 1 << attacknum; 1436 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1437 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1438 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1439 {
1694 tmp = arrow; 1440 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1442 }
1697 } 1443 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1445 {
1700 tmp = arrow; 1446 tmp = arrow;
1719 * find_better_arrow to find a decent arrow to use. 1465 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1466 * op = the shooter
1721 * type = bow->race 1467 * type = bow->race
1722 * dir = fire direction 1468 * dir = fire direction
1723 */ 1469 */
1724
1725object * 1470object *
1726pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1727{ 1472{
1728 object *tmp = NULL; 1473 object *tmp = NULL;
1729 maptile *m; 1474 maptile *m;
1794 */ 1539 */
1795int 1540int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1542{
1798 object *left, *bow; 1543 object *left, *bow;
1799 int bowspeed, mflags; 1544 int mflags;
1800 maptile *m; 1545 maptile *m;
1801 1546
1802 if (!dir) 1547 if (!dir)
1803 { 1548 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1550 return 0;
1806 } 1551 }
1807 1552
1808 if (op->type == PLAYER) 1553 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1554 bow = op->current_weapon;
1810 else 1555 else
1811 { 1556 {
1812 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1564 if (!bow)
1820 { 1565 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1567 return 0;
1823 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1824 } 1577 }
1825 1578
1826 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1827 { 1580 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1582 return 0;
1830 } 1583 }
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 1584
1841 if (arrow == NULL) 1585 if (arrow == NULL)
1842 { 1586 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1588 {
1845 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 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 */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1592 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1850 return 0; 1595 return 0;
1851 } 1596 }
1852 } 1597 }
1853 1598
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1621 return 0;
1877 } 1622 }
1878 1623
1879 arrow->set_owner (op); 1624 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1626 arrow->direction = dir;
1883 arrow->x = sx; 1627
1884 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635#if 0
1636 if (player *pl = op->contr)
1637 {
1638 float speed = pl->weapon_sp;
1639
1640 /* penalize ROF for bestarrow */
1641 if (pl->bowtype == bow_bestarrow)
1642 speed *= .9f;
1643 else
1644 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645
1646 op->speed_left += speed - op->speed;
1647 }
1648#endif
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.f;
1655
1656 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0;
1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1660
1886 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1887 { 1662 {
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; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1921 } 1670 }
1922 else 1671 else
1923 { 1672 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1673 arrow->level = op->level;
1926 } 1674 arrow->stats.wc -= bow->magic;
1927 1675
1928 if (arrow->attacktype == AT_PHYSICAL) 1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1929 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1930 1681
1931 if (bow->slaying) 1682 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1684
1934 arrow->map = m; 1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1688
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1940 1691
1941 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1693 move_arrow (arrow);
1943 1694
1944 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1964{ 1715{
1965 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
1966 1717
1967 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
1968 { 1719 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1721 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1723 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1725 wcmod = -1;
1726
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1728 }
1977 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
1978 { 1730 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1736 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 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); 1738 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); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1740 }
1990 else 1741 else
1991 { 1742 {
1992 /* Simple case */ 1743 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1745 }
1746
1995 return ret; 1747 return ret;
1996} 1748}
1997
1998 1749
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1750/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1751 * Broken apart from 'fire' to keep it more readable.
2001 */ 1752 */
2002void 1753void
2003fire_misc_object (object *op, int dir) 1754fire_misc_object (object *op, int dir)
2004{ 1755{
2005 object *item; 1756 object *item = op->contr->ranged_ob;
2006 1757
2007 if (!op->contr->ranges[range_misc]) 1758 if (!item)
2008 { 1759 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1760 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1761 return;
2011 } 1762 }
2012 1763
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1764 if (!item->inv)
2015 { 1765 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1766 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1767 return;
2018 } 1768 }
1769
1770 if (!op->change_weapon (item))
1771 return;
1772
2019 if (item->type == WAND) 1773 if (item->type == WAND)
2020 { 1774 {
2021 if (item->stats.food <= 0) 1775 if (item->stats.food <= 0)
2022 { 1776 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1777 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)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779
2025 return; 1780 return;
2026 } 1781 }
2027 } 1782 }
2028 else if (item->type == ROD || item->type == HORN) 1783 else if (item->type == ROD || item->type == HORN)
2029 { 1784 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1786 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788
2033 if (item->type == ROD) 1789 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)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1791 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793
2037 return; 1794 return;
2038 } 1795 }
2039 } 1796 }
2040 1797
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1798 if (cast_spell (op, item, dir, item->inv, NULL))
2048 object *tmp; 1805 object *tmp;
2049 1806
2050 if (item->arch) 1807 if (item->arch)
2051 { 1808 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1810 item->face = item->arch->face;
2054 item->speed = 0; 1811 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1812 }
1813
2057 if ((tmp = item->in_player ())) 1814 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1816 }
2060 } 1817 }
2061 else if (item->type == ROD || item->type == HORN) 1818 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1819 drain_rod_charge (item);
2064 }
2065 } 1820 }
2066} 1821}
2067 1822
2068/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
2069 */ 1824 */
2070void 1825bool
2071fire (object *op, int dir) 1826fire (object *op, int dir)
2072{ 1827{
2073 int spellcost = 0; 1828 int spellcost = 0;
2074 1829
2075 /* check for loss of invisiblity/hide */ 1830 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1831 if (action_makes_visible (op))
2077 make_visible (op); 1832 make_visible (op);
2078 1833
2079 switch (op->contr->shoottype) 1834 player *pl = op->contr;
1835
1836 if (pl->golem)
1837 {
1838 control_golem (op->contr->golem, dir);
1839 return false;
2080 { 1840 }
2081 case range_none:
2082 return;
2083 1841
2084 case range_bow: 1842 object *ob = pl->ranged_ob;
1843
1844 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f)
1851 --op->speed_left;
1852 else
1853 return false;
1854
1855 switch (ob->type)
1856 {
1857 case BOW:
2085 player_fire_bow (op, dir); 1858 player_fire_bow (op, dir);
2086 return; 1859 break;
2087 1860
2088 case range_magic: /* Casting spells */ 1861 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1862 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1863 break;
2091 1864
2092 case range_misc: 1865 case BUILDER:
1866 apply_map_builder (op, dir);
1867 break;
1868
1869 case SKILL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
2093 fire_misc_object (op, dir); 1874 fire_misc_object (op, dir);
2094 return; 1875 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 } 1876 }
2122}
2123 1877
2124 1878 return true;
1879}
2125 1880
2126/* find_key 1881/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1886 * pl is the player,
2132 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2135 */ 1890 */
2136
2137object * 1891object *
2138find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2139{ 1893{
2140 object *tmp, *key; 1894 object *tmp, *key;
2141 1895
2142 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1897 if (!container->inv)
2144 return NULL; 1898 return 0;
2145 1899
2146 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1902 {
2149 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1904 break;
2151 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2153 */ 1907 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1909 break;
2156 } 1910 }
1911
2157 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1915 * a key, return
2161 */ 1916 */
2162 if (!tmp) 1917 if (!tmp)
2163 { 1918 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1920 {
2166 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1923 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2170 return key; 1925 return key;
2171 } 1926 }
2172 } 1927 }
1928
2173 if (!tmp) 1929 if (!tmp)
2174 return NULL; 1930 return NULL;
2175 } 1931 }
1932
2176 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
2178 */ 1935 */
2179 if (pl != container) 1936 if (pl != container)
2180 { 1937 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1960 return NULL;
2204 } 1961 }
2205 } 1962 }
1963
2206 return tmp; 1964 return tmp;
2207} 1965}
2208 1966
2209/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1970 * 0 otherwise
2213 */ 1971 */
2214static int 1972static int
2215player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2216{ 1974{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2220 */ 1978 */
2221 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2222 1980
2223 /* IF we found a key, do some extra work */ 1981 /* If we found a key, do some extra work */
2224 if (key) 1982 if (key)
2225 { 1983 {
2226 object *container = key->env; 1984 object *container = key->env;
2227 1985
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2229 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2230 make_visible (op); 1989 make_visible (op);
1990
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2233 if (door->type == DOOR) 1994 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2238 { 1997 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2241 } 2000 }
2001
2242 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2245 if (container != op) 2005 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2247 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2248 } 2009 }
2249 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2250 { 2011 {
2251 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2014 return 1;
2254 } 2015 }
2016
2255 return 0; 2017 return 0;
2256} 2018}
2257 2019
2258/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2263 */ 2025 */
2264void 2026bool
2265move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2266{ 2028{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2029 int on_battleground;
2270 maptile *m;
2271 2030
2272 nx = freearr_x[dir] + op->x; 2031 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2032 sint16 ny = freearr_y[dir] + op->y;
2274 2033
2275 on_battleground = op_on_battleground (op, 0, 0); 2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny))
2037 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2276 2044
2277 /* If braced, or can't move to the square, and it is not out of the 2045 /* 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 2046 * 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2052 * move_ob uses.
2285 */ 2053 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2054 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 2055
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 2056 /* 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. 2057 * 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 2058 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2059 * on the space
2308 */ 2060 */
2309 while (tmp) 2061 object *mon;
2310 { 2062 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2063 {
2312 { 2064 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2065 || mon->type == LOCKED_DOOR
2314 continue; 2066 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2067 && mon != op)
2320 break; 2068 break;
2321 } 2069 }
2322 2070
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 */ 2071 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2072 return false; /* into a wall */
2331 2073
2332 if (mon->head)
2333 mon = mon->head; 2074 mon = mon->head_ ();
2334 2075
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2076 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2079 {
2080 --op->contr->weapon_sp_left;
2337 return; 2081 return true;
2082 }
2338 2083
2339 /* The following deals with possibly attacking peaceful 2084 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2085 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2086 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2087 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2088 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2089 * and thus will not push them.
2345 */ 2090 */
2346 2091
2347 /* If the creature is a pet, push it even if the player is not 2092 /* 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 2093 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2350 */ 2095 */
2351 if ((op->type == PLAYER) 2096 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2097 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2098 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2099 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2101 {
2361 /* If we're braced, we don't want to switch places with it */ 2102 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2103 if (op->contr->braced)
2363 return; 2104 return false;
2105
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2109
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2112
2366 if (op->contr->tmp_invis || op->hide) 2113 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2114 make_visible (op);
2115
2368 return; 2116 return true;
2369 } 2117 }
2118 else
2119 return false;
2120 }
2370 2121
2371 /* in certain circumstances, you shouldn't attack friendly 2122 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2123 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2124 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2125 * attack them either.
2375 */ 2126 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2127 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2128 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2129 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2130 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2131 && !on_battleground))
2132 {
2133 if (op->speed_left > 0.f)
2387 { 2134 {
2135 --op->speed_left;
2136
2388 if (!op->contr->braced) 2137 if (!op->contr->braced)
2389 { 2138 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2392 } 2141 }
2393 else 2142 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2395 2144
2396 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2146 make_visible (op);
2398 }
2399 2147
2148 return true;
2149 }
2150 }
2400 /* If the object is a boulder or other rollable object, then 2151 /* 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. 2152 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2153 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155 {
2156 if (op->speed_left > 0.f)
2404 { 2157 {
2158 --op->speed_left;
2159
2405 recursive_roll (mon, dir, op); 2160 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2161 if (action_makes_visible (op))
2407 make_visible (op); 2162 make_visible (op);
2408 }
2409 2163
2164 return true;
2165 }
2166 }
2410 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2168 * 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: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2172 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2175 {
2420 2176 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 { 2177 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2178 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2179
2433 skill_attack (mon, op, 0, 0, 0); 2180 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 2181
2449 if (action_makes_visible (op)) 2182 if (action_makes_visible (op))
2450 make_visible (op); 2183 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2184
2455int 2185 return true;
2186 }
2187 }
2188
2189 return false;
2190}
2191
2192bool
2456move_player (object *op, int dir) 2193move_player (object *op, int dir)
2457{ 2194{
2458 int pick; 2195 int pick;
2459 2196
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2198 return 0;
2462 2199
2463 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2465 { 2202 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2204 return 0;
2468 } 2205 }
2469 2206
2470 /* peterm: added following line */ 2207 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2210
2474 op->facing = dir; 2211 op->facing = dir;
2475 2212
2476 if (op->hide) 2213 if (op->hide)
2477 do_hidden_move (op); 2214 do_hidden_move (op);
2478 2215
2216 bool retval;
2217
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2219 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2220 else if (op->contr->fire_on)
2482 fire (op, dir); 2221 retval = fire (op, dir);
2483 else 2222 else
2484 { 2223 {
2485 move_player_attack (op, dir); 2224 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2225 pick = check_pick (op);
2487 } 2226 }
2488 2227
2489 /* Add special check for newcs players and fire on - this way, the 2228 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2229 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2236 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2237 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2238 * for players.
2500 */ 2239 */
2501 animate_object (op, op->facing); 2240 animate_object (op, op->facing);
2502 return 0; 2241
2242 return retval;
2503} 2243}
2504 2244
2505/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2246 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2248 * the new speed values for commands.
2509 * 2249 *
2510 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do. Should not do
2251 * many actions in a row, as that would be too unfair to other
2252 * players.
2511 */ 2253 */
2512int 2254bool
2513handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2514{ 2256{
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)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2258 {
2537 flee_player (op); 2259 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 { 2260 {
2541 op->speed_left--; 2261 --op->speed_left;
2262 flee_player (op);
2263
2542 return 0; 2264 return true;
2543 } 2265 }
2266 else
2267 return false;
2544 } 2268 }
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 2269
2554 /* call this here - we also will call this in do_ericserver, but 2270 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2271 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2272 * called, so we recheck it here.
2557 */ 2273 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2274 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; 2275 return true;
2564 2276
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 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); 2278 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2279
2581 return 0; 2280 return false;
2582} 2281}
2583 2282
2584int 2283int
2585save_life (object *op) 2284save_life (object *op)
2586{ 2285{
2603 op->stats.hp = op->stats.maxhp; 2302 op->stats.hp = op->stats.maxhp;
2604 2303
2605 if (op->stats.food < 0) 2304 if (op->stats.food < 0)
2606 op->stats.food = 999; 2305 op->stats.food = 999;
2607 2306
2608 fix_player (op); 2307 op->update_stats ();
2609 return 1; 2308 return 1;
2610 } 2309 }
2611 2310
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2311 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2320 * from.
2622 */ 2321 */
2623void 2322void
2624remove_unpaid_objects (object *op, object *env) 2323remove_unpaid_objects (object *op, object *env)
2625{ 2324{
2626 object *next;
2627
2628 while (op) 2325 while (op)
2629 { 2326 {
2630 next = op->below; /* Make sure we have a good value, in case 2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2328
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2330 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2331 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2332 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2333
2334 op->insert_at (env);
2641 } 2335 }
2642 else if (op->inv) 2336 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2337 remove_unpaid_objects (op->inv, env);
2644 2338
2645 op = next; 2339 op = next;
2646 } 2340 }
2647} 2341}
2648
2649 2342
2650/* 2343/*
2651 * Returns pointer a static string containing gravestone text 2344 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2345 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2346 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2381 strcat (buf2, buf);
2689 2382
2690 return buf2; 2383 return buf2;
2691} 2384}
2692
2693
2694 2385
2695void 2386void
2696do_some_living (object *op) 2387do_some_living (object *op)
2697{ 2388{
2698 int last_food = op->stats.food; 2389 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2395 int rate_grace = 2000;
2705 const int max_hp = 1; 2396 const int max_hp = 1;
2706 const int max_sp = 1; 2397 const int max_sp = 1;
2707 const int max_grace = 1; 2398 const int max_grace = 1;
2708 2399
2709 if (op->contr->outputs_sync) 2400 if (op->contr->hidden)
2401 {
2402 op->invisible = 1000;
2403 /* the socket code flashes the player visible/invisible
2404 * depending on the value of invisible, so we need to
2405 * alternate it here for it to work correctly.
2406 */
2407 if (pticks & 2)
2408 op->invisible--;
2710 { 2409 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2410 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) 2411 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2412 if (!op->invisible--)
2413 {
2414 make_visible (op);
2415 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2416 }
2714 } 2417 }
2715 2418
2716 if (op->contr->ns->state == ST_PLAYING) 2419 if (op->contr->ns->state == ST_PLAYING)
2717 { 2420 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2421 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2422 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2423 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2424 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2425 else
2724 { 2426 {
2725 gen_hp = op->stats.maxhp; 2427 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2428 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2429 }
2430
2728 if (op->contr->gen_sp >= 0) 2431 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2432 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2433 else
2731 { 2434 {
2732 gen_sp = op->stats.maxsp; 2435 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2436 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2437 }
2438
2735 if (op->contr->gen_grace >= 0) 2439 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2440 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2441 else
2738 { 2442 {
2739 gen_grace = op->stats.maxgrace; 2443 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2445 }
2742 2446
2743 /* Regenerate Spell Points */ 2447 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2448 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2449 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2450 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) 2451 if (op->stats.sp < op->stats.maxsp)
2748 { 2452 {
2749 op->stats.sp++; 2453 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2459 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2461 op->stats.food = last_food;
2758 } 2462 }
2759 } 2463 }
2464
2760 if (max_sp > 1) 2465 if (max_sp > 1)
2761 { 2466 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2467 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2468 if (over_sp > 0)
2764 { 2469 {
2765 if (op->stats.sp < op->stats.maxsp) 2470 if (op->stats.sp < op->stats.maxsp)
2766 { 2471 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2475 op->stats.sp--;
2476
2770 if (op->stats.sp > op->stats.maxsp) 2477 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2478 op->stats.sp = op->stats.maxsp;
2772 } 2479 }
2773 op->last_sp = 0; 2480 op->last_sp = 0;
2774 } 2481 }
2775 else 2482 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2483 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2484 }
2780 else 2485 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2487 }
2785 2488
2786 /* Regenerate Grace */ 2489 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2490 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2491 if (--op->last_grace < 0)
2789 { 2492 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2493 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2494 op->stats.grace++; /* no penalty in food for regaining grace */
2495
2792 if (max_grace > 1) 2496 if (max_grace > 1)
2793 { 2497 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2498 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2499 if (over_grace > 0)
2796 { 2500 {
2824 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2530 op->stats.food = last_food;
2827 } 2531 }
2828 } 2532 }
2533
2829 if (max_hp > 1) 2534 if (max_hp > 1)
2830 { 2535 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2537 if (over_hp > 0)
2833 { 2538 {
2846 } 2551 }
2847 2552
2848 /* Digestion */ 2553 /* Digestion */
2849 if (--op->last_eat < 0) 2554 if (--op->last_eat < 0)
2850 { 2555 {
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; 2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2557
2858 if (op->contr->gen_hp > 0) 2558 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2560 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562
2862 /* dms do not consume food */ 2563 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2565 op->stats.food--;
2865 } 2566 }
2866 }
2867 2567
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2568 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2569 {
2870 object *tmp, *flesh = NULL; 2570 object *tmp, *flesh = 0;
2871 2571
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2572 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2573 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2574 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2575 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2579 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2580 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2581 break;
2882 } 2582 }
2883 else if (tmp->type == FLESH) 2583 else if (tmp->type == FLESH)
2884 flesh = tmp; 2584 flesh = tmp;
2885 } /* End if paid for object */ 2585 } /* End if paid for object */
2886 } /* end of for loop */ 2586 } /* end of for loop */
2587
2887 /* If player is still starving, it means they don't have any food, so 2588 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2589 * eat flesh instead.
2889 */ 2590 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2592 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2594 manual_apply (op, flesh, 0);
2894 } 2595 }
2895 } /* end if player is starving */ 2596 }
2896 2597
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2598 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2599 op->stats.food++, op->stats.hp--;
2899 2600
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2602 kill_player (op);
2603 }
2902} 2604}
2903
2904
2905 2605
2906/* If the player should die (lack of hp, food, etc), we call this. 2606/* 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 2607 * 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 2608 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2609 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2639 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..."); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2641
2942 /* restore player */ 2642 /* restore player */
2943 at = archetype::find ("poisoning"); 2643 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2644 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2645 {
2947 tmp->destroy (); 2646 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2648 }
2950 2649
2951 at = archetype::find ("confusion"); 2650 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2651 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2652 {
2955 tmp->destroy (); 2653 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2655 }
2958 2656
2960 op->stats.hp = op->stats.maxhp; 2658 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2659 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2660 op->stats.food = 999;
2963 2661
2964 /* create a bodypart-trophy to make the winner happy */ 2662 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2663 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2664 {
2968 sprintf (buf, "%s's finger", &op->name); 2665 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2666 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2667 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2668 " 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); 2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2670 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2671 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2672 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2673 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2674 }
2979 2675
2980 /* teleport defeated player to new destination */ 2676 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2677 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2678 op->contr->braced = 0;
2987 2683
2988 command_kill_pets (op, 0); 2684 command_kill_pets (op, 0);
2989 2685
2990 if (op->stats.food < 0) 2686 if (op->stats.food < 0)
2991 { 2687 {
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); 2688 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2689 strcpy (op->contr->killer, "starvation");
3001 } 2690 }
3002 else 2691 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); 2692 sprintf (buf, "%s died.", &op->name);
3012 } 2693
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2695
3015 /* save the map location for corpse, gravestone */ 2696 /* save the map location for corpse, gravestone */
3016 x = op->x; 2697 x = op->x;
3017 y = op->y; 2698 y = op->y;
3018 map = op->map; 2699 map = op->map;
3019 2700
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2701 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2702 * 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. 2703 * See the config.h file for a little more in depth detail about this.
3026 */ 2704 */
3027 2705
3028 /* Basically two ways to go - remove a stat permanently, or just 2706 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2707 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2708 * of death.
3031 */ 2709 */
3032#ifndef COZY_SERVER 2710#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2711 if (settings.balanced_stat_loss)
3034 { 2712 {
3035 /* If stat loss is permanent, lose one stat only. */ 2713 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2714 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2715 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2716 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2717 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2718 little bit harder. */
3041 /* GD */ 2719 /* GD */
3042 if (settings.stat_loss_on_death) 2720 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2721 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2722 else
3048 { 2723 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2724 }
2725 else
3049 num_stats_lose = 1; 2726 num_stats_lose = 1;
3050 } 2727
3051 lost_a_stat = 0; 2728 lost_a_stat = 0;
3052 2729
3053 for (z = 0; z < num_stats_lose; z++) 2730 for (z = 0; z < num_stats_lose; z++)
3054 { 2731 {
3055 i = RANDOM () % NUM_STATS; 2732 i = RANDOM () % NUM_STATS;
3056 2733
3057 if (settings.stat_loss_on_death) 2734 if (settings.stat_loss_on_death)
2735 {
2736 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost.
2738 */
2739 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds (&(op->stats));
2741 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1;
2745 }
2746 else
2747 {
2748 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion");
2750 object *dep;
2751
2752 dep = present_arch_in_ob (deparch, op);
2753 if (!dep)
3058 { 2754 {
3059 /* Pick a random stat and take a point off it. Tell the player 2755 dep = arch_to_object (deparch);
3060 * what he lost. 2756 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 } 2757 }
3069 else 2758 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss)
3070 { 2760 {
3071 /* deplete a stat */ 2761 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2762 /* Get the stat that we're about to deplete. */
3073 object *dep; 2763 this_stat = get_attr_value (&(dep->stats), i);
3074 2764 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2765 {
3078 dep = arch_to_object (deparch); 2766 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2767 int keep_chance = this_stat * this_stat;
3080 } 2768
3081 lose_this_stat = 1; 2769 /* 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) 2770 if (keep_chance < 1)
2771 keep_chance = 1;
2772
2773 /* There is a maximum depletion total per level. */
2774 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2775 {
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; 2776 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2777 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2778 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 } 2779 }
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 */ 2780 else
3123 if (this_stat >= -50)
3124 { 2781 {
3125 change_attr_value (&(dep->stats), i, -1); 2782 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; 2783 lose_this_stat = 0;
2784 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2785 this_stat, keep_chance, loss_chance,
2786 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2787 }
3131 } 2788 }
3132 } 2789 }
2790
2791 if (lose_this_stat)
2792 {
2793 this_stat = get_attr_value (&(dep->stats), i);
2794 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low
2797 * and should be roughly the same, so it shouldn't make a
2798 * difference.
2799 */
2800 if (this_stat >= -50)
2801 {
2802 change_attr_value (&(dep->stats), i, -1);
2803 SET_FLAG (dep, FLAG_APPLIED);
2804 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2805 op->update_stats ();
2806 lost_a_stat = 1;
2807 }
3133 } 2808 }
2809 }
2810 }
3134 /* If no stat lost, tell the player. */ 2811 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2812 if (!lost_a_stat)
3136 { 2813 {
3137 /* determine_god() seems to not work sometimes... why is this? 2814 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2815 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2816 const char *god = determine_god (op);
3140 2817
3141 if (god && (strcmp (god, "none"))) 2818 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); 2819 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2820 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2821 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2822 }
3146#else 2823#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2825#endif
3149 2826
3150 /* Put a gravestone up where the character 'almost' died. List the 2827 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2828 * exp loss on the stone.
3152 */ 2829 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2830 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2831 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2832 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2833 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2834 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); 2835 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; 2836 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2837 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2838 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2839
3163 /**************************************/ 2840 /**************************************/
3164 /* */ 2841 /* */
3165 /* Subtract the experience points, */ 2842 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2843 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2844 /* food, and reset HP's... */
3168 /* */ 2845 /* */
3169 /**************************************/ 2846 /**************************************/
3170 2847
3171 /* remove any poisoning and confusion the character may be suffering. */ 2848 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2849 /* restore player */
3173 at = archetype::find ("poisoning"); 2850 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2851 tmp = present_arch_in_ob (at, op);
3175 2852
3176 if (tmp) 2853 if (tmp)
3177 { 2854 {
3178 tmp->destroy (); 2855 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2857 }
3181 2858
3182 at = archetype::find ("confusion"); 2859 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2861 if (tmp)
3185 { 2862 {
3186 tmp->destroy (); 2863 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2865 }
3189 2866
3190 cure_disease (op, 0); /* remove any disease */ 2867 cure_disease (op, 0); /* remove any disease */
3191 2868
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2869 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2870 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2871 if (op->stats.food < 100)
3195 op->stats.food = 900; 2872 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2873 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2876
3200 /* 2877 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2878 * 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 2879 * and put them back in the map.
3203 * in the map. 2880 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2881 remove_unpaid_objects (op->inv, op);
3208 2882
3209 /****************************************/ 2883 /****************************************/
3210 /* */ 2884 /* */
3211 /* Move player to his current respawn- */ 2885 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2886 /* position (usually last savebed) */
3213 /* */ 2887 /* */
3214 /****************************************/ 2888 /****************************************/
3215 2889
3216 enter_player_savebed (op); 2890 enter_player_savebed (op);
3217 2891
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2892 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2893
3224 /* it is possible that the player has blown something up 2894 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2895 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2896 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2897 * on the space that might harm the player.
3228 */ 2898 */
3229 will_kill_again = 0; 2899 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2900 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2901 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2902 will_kill_again |= tmp->attacktype;
3233 2903
3234 if (will_kill_again) 2904 if (will_kill_again)
3235 { 2905 {
3236 object *force; 2906 object *force;
3237 int at; 2907 int at;
3238 2908
3239 force = get_archetype (FORCE_NAME); 2909 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2910 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2911 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2912 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2913 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2914 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2915 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2916 force->resist[at] = 100;
3247 2917
3248 insert_ob_in_ob (force, op); 2918 insert_ob_in_ob (force, op);
3249 fix_player (op); 2919 op->update_stats ();
3250 2920
3251 } 2921 }
3252 2922
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2923 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} 2924}
3322
3323 2925
3324void 2926void
3325loot_object (object *op) 2927loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2928{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2929 object *tmp, *tmp2, *next;
3328 2930
3329 if (op->container) 2931 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2932
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2933 for (tmp = op->inv; tmp; tmp = next)
3335 { 2934 {
3336 next = tmp->below; 2935 next = tmp->below;
2936
3337 if (tmp->invisible) 2937 if (tmp->invisible)
3338 continue; 2938 continue;
2939
3339 tmp->remove (); 2940 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
2942
3341 if (tmp->type == CONTAINER) 2943 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2944 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2945
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2946 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2947 {
3347 if (tmp->nrof > 1) 2948 if (tmp->nrof > 1)
3348 { 2949 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2951 tmp2->destroy ();
3361/* 2962/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2963 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2964 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2965 * was changed.
3365 */ 2966 */
3366
3367void 2967void
3368fix_weight (void) 2968fix_weight (void)
3369{ 2969{
3370 player *pl; 2970 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2971 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2973
3376 if (old == sum) 2974 if (old == sum)
3377 continue; 2975 continue;
3378 fix_player (pl->ob); 2976 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2977 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2978 }
3381} 2979}
3382 2980
3383void 2981void
3384fix_luck (void) 2982fix_luck (void)
3385{ 2983{
3386 player *pl; 2984 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2985 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2986 pl->ob->change_luck (0);
3391} 2987}
3392
3393 2988
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2989/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2990 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2991 * just treat this as any other spell casting object.
3397 */ 2992 */
3398
3399void 2993void
3400cast_dust (object *op, object *throw_ob, int dir) 2994cast_dust (object *op, object *throw_ob, int dir)
3401{ 2995{
3402 object *skop, *spob; 2996 object *skop, *spob;
3403 2997
3437 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3438 { 3032 {
3439 op->contr->tmp_invis = 0; 3033 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3034 op->contr->invis_race = 0;
3441 } 3035 }
3036
3442 update_object (op, UP_OBJ_FACE); 3037 update_object (op, UP_OBJ_CHANGE);
3443} 3038}
3444 3039
3445int 3040int
3446is_true_undead (object *op) 3041is_true_undead (object *op)
3447{ 3042{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3044 return 1;
3452 3045
3453 return 0; 3046 return 0;
3454} 3047}
3455 3048
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3092/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3093 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3094 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3095 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3096 */
3504
3505void 3097void
3506do_hidden_move (object *op) 3098do_hidden_move (object *op)
3507{ 3099{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3101 object *skop;
3513 3105
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3106 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3107
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3108 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3109 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3110 if (!skop || num >= skop->level)
3520 { 3111 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3112 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3113 make_visible (op);
3523 return; 3114 return;
3524 } 3115 }
3525 else 3116 else
3526 num += 20; 3117 num += 20;
3527 } 3118
3528 num += op->map->difficulty; 3119 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3120 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3121 num -= hide;
3122
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3124 {
3533 make_visible (op); 3125 make_visible (op);
3534 if (op->type == PLAYER) 3126 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3127 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3128 }
3537 else if (op->type == PLAYER && skop) 3129 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3130 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3131}
3542 3132
3543/* determine if who is standing near a hostile creature. */ 3133/* determine if who is standing near a hostile creature. */
3544 3134
3545int 3135int
3612 if (pl->type != PLAYER) 3202 if (pl->type != PLAYER)
3613 { 3203 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3204 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3205 return -1;
3616 } 3206 }
3207
3617 if (!pl || !op) 3208 if (!pl || !op)
3618 return 0; 3209 return 0;
3619 3210
3620 if (op->head)
3621 {
3622 op = op->head; 3211 op = op->head_ ();
3623 } 3212
3624 get_rangevector (pl, op, &rv, 0x1); 3213 get_rangevector (pl, op, &rv, 0x1);
3625 3214
3626 /* starting with the 'head' part, lets loop 3215 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3216 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3217 * part that is in the los array but isnt on
3629 * a blocked los square. 3218 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3219 * we use the archetype to figure out offsets.
3631 */ 3220 */
3632 while (op) 3221 while (op)
3633 { 3222 {
3634 dx = rv.distance_x + op->arch->clone.x; 3223 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3224 dy = rv.distance_y + op->arch->y;
3636 3225
3637 /* only the viewable area the player sees is updated by LOS 3226 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3227 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3228 * for any meaningful values.
3640 */ 3229 */
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3334 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3335 int i = 0, j = 0;
3747 3336
3748 /* get the appropriate treasurelist */ 3337 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3338 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3339 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3340 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3341 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3342 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3343 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3344 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3345 trlist = treasurelist::find ("dragon_ability_poison");
3757 3346
3758 if (trlist == NULL || who->type != PLAYER) 3347 if (trlist == NULL || who->type != PLAYER)
3759 return; 3348 return;
3760 3349
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3350 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3351
3763 if (tr == NULL || tr->item == NULL) 3352 if (!tr || !tr->item)
3764 { 3353 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3354 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3355 return;
3767 } 3356 }
3768 3357
3769 /* everything seems okay - now bring on the gift: */ 3358 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3359 item = tr->item;
3771 3360
3772 if (item->type == SPELL) 3361 if (item->type == SPELL)
3773 { 3362 {
3774 if (check_spell_known (who, item->name)) 3363 if (check_spell_known (who, item->name))
3775 return; 3364 return;
3835 /* forces in the treasurelist can alter the player's stats */ 3424 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3425 object *skin;
3837 3426
3838 /* first get the dragon skin force */ 3427 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3428 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3841 ; 3430 ;
3842 3431
3843 if (!skin) 3432 if (!skin)
3844 return; 3433 return;
3845 3434
3893 * not readied. 3482 * not readied.
3894 */ 3483 */
3895void 3484void
3896player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3897{ 3486{
3898 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3899 3489
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3901 { 3491 pl->combat_ob = 0;
3492
3902 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3903 { 3494 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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