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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 2006 UTC vs.
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 38
78void 39void
79display_motd (const object *op) 40display_motd (const object *op)
80{ 41{
81 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
155 116
156 news[0] = '\0'; 117 news[0] = '\0';
157 subject[0] = '\0'; 118 subject[0] = '\0';
158 size = 0; 119 size = 0;
159 120
160 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
161 { 122 {
162 if (*buf == '#') 123 if (*buf == '#')
163 continue; 124 continue;
164 125
165 if (*buf == '%') 126 if (*buf == '%')
166 { /* send one news */ 127 { /* send one news */
167 if (size > 0) 128 if (size > 0)
168 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 */ 129 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 */
130
169 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
170 strip_endline (subject); 132 strip_endline (subject);
171 size = 0; 133 size = 0;
172 news[0] = '\0'; 134 news[0] = '\0';
173 } 135 }
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
188 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
189} 151}
190 152
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297}
298
299/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
300static void 154static void
301set_first_map (object *op) 155set_first_map (object *op)
302{ 156{
303 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
304 op->x = -1; 158 op->x = -1;
305 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
306 enter_exit (op, 0); 170 ob->enter_exit (tmp);
307}
308 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
317 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point.
319 */
320 outputs_sync = 16; /* Every 2 seconds */
321 outputs_count = 8; /* Keeps present behaviour */
322 unapply = unapply_nochoice;
323
324 savebed_map = first_map_path; /* Init. respawn position */
325
326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
348}
349
350player::~player ()
351{
352 /* Clear item stack */
353 free (stack_items);
354}
355
309/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
311 * mode. 358 * mode.
312 */ 359 */
313 360player *
314int 361player::create ()
315add_player (client *ns)
316{ 362{
317 player *p = new player; 363 player *pl = new player;
318 364
319 p->ns = ns; 365 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 366
322 p->next = first_player; 367 pl->ob->roll_stats ();
323 first_player = p; 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
324 370
325 p = get_player (p);
326
327 set_first_map (p->ob); 371 set_first_map (pl->ob);
328 372
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 373 return pl;
338} 374}
339 375
340/* 376/*
341 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
367 403
368object * 404object *
369get_nearest_player (object *mon) 405get_nearest_player (object *mon)
370{ 406{
371 object *op = NULL; 407 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 408 objectlink *ol;
374 unsigned lastdist; 409 unsigned lastdist;
375 rv_vector rv; 410 rv_vector rv;
376 411
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 413 {
379 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
380 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
386 object *tmp = ol->ob; 421 object *tmp = ol->ob;
387 422
388 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
389 * itself will have been cleared. 424 * itself will have been cleared.
390 */ 425 */
391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
392 ol = ol->next; 428 ol = ol->next;
393 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
394 if (!ol) 430 if (!ol)
395 return op; 431 return op;
396 } 432 }
409 { 445 {
410 op = ol->ob; 446 op = ol->ob;
411 lastdist = rv.distance; 447 lastdist = rv.distance;
412 } 448 }
413 } 449 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 450
415 { 451 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
420 { 454 {
421 op = pl->ob; 455 op = pl->ob;
422 lastdist = rv.distance; 456 lastdist = rv.distance;
423 } 457 }
424 } 458
425 }
426#if 0 459#if 0
427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
428#endif 461#endif
429 return op; 462 return op;
430} 463}
448 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
449 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 483 * is probably not a good thing.
451 */ 484 */
452#define MAX_SPACES 50 485#define MAX_SPACES 50
453
454 486
455/* 487/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
458 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 521 x = mon->x;
490 y = mon->y; 522 y = mon->y;
491 m = mon->map; 523 m = mon->map;
492 dir = rv.direction; 524 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
494 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
495 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
496 if (diff > max) 529 if (diff > max)
497 return 0; 530 return 0;
531
498 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
499 { 533 {
500 lastx = x; 534 lastx = x;
501 lasty = y; 535 lasty = y;
502 lastmap = m; 536 lastmap = m;
584 max--; 618 max--;
585 lastdir = dir; 619 lastdir = dir;
586 if (!firstdir) 620 if (!firstdir)
587 firstdir = dir; 621 firstdir = dir;
588 } 622 }
623
589 if (diff <= 1) 624 if (diff <= 1)
590 { 625 {
591 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 627 * headed toward player for entire distance.
593 */ 628 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 631 }
632
597 if (diff > max) 633 if (diff > max)
598 return 0; 634 return 0;
599 } 635 }
636
600 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
601 if (!max) 638 if (!max)
602 return 0; 639 return 0;
603 640
604 return firstdir; 641 return firstdir;
697 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
698 link_player_skills (pl); 735 link_player_skills (pl);
699} 736}
700 737
701void 738void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
787{ 740{
788 if (party == NULL) 741 if (party == NULL)
789 { 742 {
790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
791 return; 744 return;
792 } 745 }
746
793 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 751}
798 752
799
800/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801int 754static int
802roll_stat (void) 755roll_stat (void)
803{ 756{
804 int a[4], i, j, k; 757 int a[4], i, j, k;
805 758
806 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
808 761
809 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 763 if (a[i] < k)
811 k = a[i], j = i; 764 k = a[i], j = i;
812 765
813 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 767 if (i != j)
816 k += a[i]; 768 k += a[i];
817 } 769
818 return k; 770 return k;
819} 771}
820 772
821void 773void
822roll_stats (object *op) 774object::roll_stats ()
823{ 775{
824 int sum = 0;
825 int i = 0, j = 0;
826 int statsort[7]; 776 int statsort [7];
827 777
828 do 778 for (;;)
829 {
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 } 779 {
839 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
840 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
841 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 790
850 /* a quick and dirty bubblesort? */
851 do
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866
867 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
868 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
869 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
870 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
871 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
874 798
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 799 stats.exp = 0;
886 op->stats.ac = 0; 800 stats.ac = 0;
887 801
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
895 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
896 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
897} 814}
898 815
899void 816void
900Roll_Again (object *op) 817object::swap_stats (int a, int b)
901{ 818{
902 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
905}
906 822
907void 823 stats.Str = contr->orig_stats.Str;
908Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
909{ 855{
910 signed char tmp;
911 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
912 857
913 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 862}
1028 863
1029/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1033 * not the class. 868 * not the class.
1034 */ 869 */
1035
1036int 870int
1037key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1038{ 872{
1039 int tmp_loop; 873 int tmp_loop;
1040 874
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1048 { 876 {
1049 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1050 878
1051 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1067 * to save here. 895 * to save here.
1068 */ 896 */
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1070 make_path_to_file (buf); 898 make_path_to_file (buf);
1071 899
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 900 start_info (op);
1076 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1078 link_player_skills (op); 903 link_player_skills (op);
1079 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1080 fix_player (op); 905 op->update_stats ();
1081 906
1082 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1083 * is one for this race 908 * is one for this race
1084 */ 909 */
1085 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1086 { 911 {
1087 object *tmp; 912 object *tmp;
1088 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1089 914
1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1091 tmp = object::create (); 916 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1094 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1095 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1096 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1097 * default initial map */ 922 * default initial map */
1098 tmp->destroy (); 923 tmp->destroy ();
1099 } 924 }
1100 else 925 else
1111 while (!tmp_loop) 936 while (!tmp_loop)
1112 { 937 {
1113 shstr name = op->name; 938 shstr name = op->name;
1114 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1115 940
1116 remove_statbonus (op); 941 op->remove_statbonus ();
1117 op->remove (); 942 op->remove ();
1118 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1119 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1120 op->instantiate (); 945 op->instantiate ();
1121 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1123 op->x = x; 948 op->x = x;
1124 op->y = y; 949 op->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1127 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1128 add_statbonus (op); 953 op->add_statbonus ();
1129 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1130 } 955 }
1131 956
1132 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1134 fix_player (op); 959 op->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1137 op->stats.grace = 0; 962 op->stats.grace = 0;
1138 963
1139 if (op->msg) 964 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141 966
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0; 968 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 969}
1194 970
1195void 971void
1196flee_player (object *op) 972flee_player (object *op)
1197{ 973{
1254int 1030int
1255check_pick (object *op) 1031check_pick (object *op)
1256{ 1032{
1257 object *tmp, *next; 1033 object *tmp, *next;
1258 int stop = 0; 1034 int stop = 0;
1259 int j, k, wvratio; 1035 int wvratio;
1260 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1261 1037
1262 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1264 return 1; 1040 return 1;
1265 1041
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else 1112 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1117 }
1118
1370 /* philosophy: 1119 /* philosophy:
1371 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1372 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1374 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1375 * example. 1124 * example.
1376 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1377 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1378 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1629 * found object is returned. 1378 * found object is returned.
1630 */ 1379 */
1631object * 1380object *
1632find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1633{ 1382{
1634 object *tmp = NULL; 1383 object *tmp = 0;
1635 1384
1636 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1637 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1640 return op; 1389 return op;
1390
1641 return tmp; 1391 return tmp;
1642} 1392}
1643 1393
1644/* 1394/*
1645 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1646 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1647 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1648 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1649 */ 1399 */
1650
1651object * 1400object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1402{
1654 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1878 return 0; 1627 return 0;
1879 } 1628 }
1880 1629
1881 arrow->set_owner (op); 1630 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1632 arrow->direction = dir;
1885 arrow->x = sx;
1886 arrow->y = sy;
1887 1633
1888 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1889 { 1635 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op); 1637 op->update_stats ();
1892 } 1638 }
1893 1639
1894 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1906 1652
1907 /* update the speed */ 1653 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910 1656
1911 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1915 1659
1916 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1917 { 1661 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1931 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1932 1676
1933 if (bow->slaying) 1677 if (bow->slaying)
1934 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1935 1679
1936 arrow->map = m;
1937 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1682
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1941 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1942 1685
1943 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1687 move_arrow (arrow);
1945 1688
1946 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1972 } 1715 }
1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 { 1717 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1719 wcmod = -1;
1720
1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978 } 1722 }
1979 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1980 { 1724 {
1981 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2051 1795
2052 if (item->arch) 1796 if (item->arch)
2053 { 1797 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2056 item->speed = 0; 1800 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1801 }
1802
2059 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1805 }
2062 } 1806 }
2063 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1808 drain_rod_charge (item);
2066 }
2067 } 1809 }
2068} 1810}
2069 1811
2070/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2071 */ 1813 */
2110 { 1852 {
2111 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return; 1855 return;
2114 } 1856 }
1857
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return; 1859 return;
2117 case range_builder: 1860 case range_builder:
2118 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2119 return; 1862 return;
2120 default: 1863 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return; 1865 return;
2123 } 1866 }
2124} 1867}
2125
2126
2127 1868
2128/* find_key 1869/* find_key
2129 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
2130 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1874 * pl is the player,
2134 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2137 */ 1878 */
2138
2139object * 1879object *
2140find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2141{ 1881{
2142 object *tmp, *key; 1882 object *tmp, *key;
2143 1883
2144 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1885 if (!container->inv)
2146 return NULL; 1886 return 0;
2147 1887
2148 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1890 {
2151 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1892 break;
2153 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2155 */ 1895 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1897 break;
2158 } 1898 }
1899
2159 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2160 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
2161 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
2162 * a key, return 1903 * a key, return
2163 */ 1904 */
2164 if (!tmp) 1905 if (!tmp)
2165 { 1906 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1908 {
2168 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1911 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2172 return key; 1913 return key;
2173 } 1914 }
2174 } 1915 }
1916
2175 if (!tmp) 1917 if (!tmp)
2176 return NULL; 1918 return NULL;
2177 } 1919 }
1920
2178 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
2179 * see if we actually want to use it 1922 * see if we actually want to use it
2180 */ 1923 */
2181 if (pl != container) 1924 if (pl != container)
2182 { 1925 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1948 return NULL;
2206 } 1949 }
2207 } 1950 }
1951
2208 return tmp; 1952 return tmp;
2209} 1953}
2210 1954
2211/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2231 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2232 make_visible (op); 1976 make_visible (op);
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2235 if (door->type == DOOR) 1980 if (door->type == DOOR)
2236 {
2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2240 { 1983 {
2241 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2242 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1986 }
1987
2244 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2247 if (container != op) 1991 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2249 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2250 } 1995 }
2251 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2252 { 1997 {
2253 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1; 2000 return 1;
2256 } 2001 }
2002
2257 return 0; 2003 return 0;
2258} 2004}
2259 2005
2260/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2287 */ 2033 */
2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2289 { 2035 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 { 2037 {
2292 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2293 if (!m) 2039 if (!m)
2294 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2295 } 2041 }
2296 else 2042 else
2297 m = op->map; 2043 m = op->map;
2298 2044
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return; 2046 return;
2303 }
2304 2047
2305 mon = 0; 2048 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2307 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2308 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2105 {
2363 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced) 2107 if (op->contr->braced)
2365 return; 2108 return;
2109
2366 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);
2367 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2113 make_visible (op);
2114
2370 return; 2115 return;
2371 } 2116 }
2372 2117
2373 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2388 !on_battleground)) 2133 !on_battleground))
2389 { 2134 {
2390 if (!op->contr->braced) 2135 if (!op->contr->braced)
2391 { 2136 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2393 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2394 } 2139 }
2395 else 2140 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2397 2142
2398 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2413 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2414 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2415 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2416 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2162 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2165 {
2422 2166
2423 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2457int 2201int
2458move_player (object *op, int dir) 2202move_player (object *op, int dir)
2459{ 2203{
2460 int pick; 2204 int pick;
2461 2205
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2207 return 0;
2464 2208
2465 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2467 { 2211 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2213 return 0;
2470 } 2214 }
2471 2215
2472 /* peterm: added following line */ 2216 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2219
2476 op->facing = dir; 2220 op->facing = dir;
2477 2221
2478 if (op->hide) 2222 if (op->hide)
2479 do_hidden_move (op); 2223 do_hidden_move (op);
2555 2299
2556 /* call this here - we also will call this in do_ericserver, but 2300 /* call this here - we also will call this in do_ericserver, but
2557 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2302 * called, so we recheck it here.
2559 */ 2303 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2304 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2305 return 1;
2562 ;
2563 2306
2564 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2565 return 0; 2308 {
2566
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 { 2310 {
2569 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--; 2312 op->speed_left--;
2571 2313
2572 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in 2315 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2575 */ 2317 */
2576 move_player (op, op->direction); 2318 move_player (op, op->direction);
2577 if (op->speed_left > 0) 2319
2578 return 1; 2320 return op->speed_left > 0;
2579 else 2321 }
2580 return 0;
2581 } 2322 }
2582 2323
2583 return 0; 2324 return 0;
2584} 2325}
2585 2326
2605 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2606 2347
2607 if (op->stats.food < 0) 2348 if (op->stats.food < 0)
2608 op->stats.food = 999; 2349 op->stats.food = 999;
2609 2350
2610 fix_player (op); 2351 op->update_stats ();
2611 return 1; 2352 return 1;
2612 } 2353 }
2613 2354
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 * from. 2364 * from.
2624 */ 2365 */
2625void 2366void
2626remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2627{ 2368{
2628 object *next;
2629
2630 while (op) 2369 while (op)
2631 { 2370 {
2632 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2633 * we remove object 'op' 2372
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2374 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2643 } 2379 }
2644 else if (op->inv) 2380 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2646 2382
2647 op = next; 2383 op = next;
2648 } 2384 }
2649} 2385}
2650
2651 2386
2652/* 2387/*
2653 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2425 strcat (buf2, buf);
2691 2426
2692 return buf2; 2427 return buf2;
2693} 2428}
2694
2695
2696 2429
2697void 2430void
2698do_some_living (object *op) 2431do_some_living (object *op)
2699{ 2432{
2700 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2709 const int max_grace = 1; 2442 const int max_grace = 1;
2710 2443
2711 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2712 { 2445 {
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2715 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2716 } 2449 }
2717 2450
2718 if (op->contr->ns->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2719 { 2452 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2457 else
2726 { 2458 {
2727 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2461 }
2462
2730 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2465 else
2733 { 2466 {
2734 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2469 }
2470
2737 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2473 else
2740 { 2474 {
2741 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2757 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food; 2493 op->stats.food = last_food;
2760 } 2494 }
2761 } 2495 }
2496
2762 if (max_sp > 1) 2497 if (max_sp > 1)
2763 { 2498 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2500 if (over_sp > 0)
2766 { 2501 {
2767 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2768 { 2503 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--; 2507 op->stats.sp--;
2508
2772 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2774 } 2511 }
2775 op->last_sp = 0; 2512 op->last_sp = 0;
2776 } 2513 }
2777 else 2514 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 } 2516 }
2782 else 2517 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 } 2519 }
2787 2520
2788 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2791 { 2524 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2794 if (max_grace > 1) 2528 if (max_grace > 1)
2795 { 2529 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2531 if (over_grace > 0)
2798 { 2532 {
2826 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2827 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828 op->stats.food = last_food; 2562 op->stats.food = last_food;
2829 } 2563 }
2830 } 2564 }
2565
2831 if (max_hp > 1) 2566 if (max_hp > 1)
2832 { 2567 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2569 if (over_hp > 0)
2835 { 2570 {
2859 2594
2860 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2862 else 2597 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2864 /* dms do not consume food */ 2600 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2602 op->stats.food--;
2867 } 2603 }
2868 }
2869 2604
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2606 {
2872 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2873 2608
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 { 2610 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2618 break;
2884 } 2619 }
2885 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2886 flesh = tmp; 2621 flesh = tmp;
2887 } /* End if paid for object */ 2622 } /* End if paid for object */
2888 } /* end of for loop */ 2623 } /* end of for loop */
2624
2889 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2890 * eat flesh instead. 2626 * eat flesh instead.
2891 */ 2627 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2629 {
2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2895 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2896 } 2632 }
2897 } /* end if player is starving */ 2633 }
2898 2634
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2901 2637
2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2903 kill_player (op); 2639 kill_player (op);
2640 }
2904} 2641}
2905
2906
2907 2642
2908/* If the player should die (lack of hp, food, etc), we call this. 2643/* If the player should die (lack of hp, food, etc), we call this.
2909 * op is the player in jeopardy. If the player can not be saved (not 2644 * op is the player in jeopardy. If the player can not be saved (not
2910 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2646 * file.
2941 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943 2678
2944 /* restore player */ 2679 /* restore player */
2945 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2682 {
2949 tmp->destroy (); 2683 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2685 }
2952 2686
2953 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2689 {
2957 tmp->destroy (); 2690 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2692 }
2960 2693
2962 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2697 op->stats.food = 999;
2965 2698
2966 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2701 {
2970 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2703 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2973 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2707 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2711 }
2981 2712
2982 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2715 op->contr->braced = 0;
2989 2720
2990 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2991 2722
2992 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2993 { 2724 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3003 } 2727 }
3004 else 2728 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3014 } 2730
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2732
3017 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3018 x = op->x; 2734 x = op->x;
3019 y = op->y; 2735 y = op->y;
3020 map = op->map; 2736 map = op->map;
3021 2737
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
3027 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
3028 */ 2741 */
3029 2742
3030 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2745 * of death.
3033 */ 2746 */
3034#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3036 { 2749 {
3037 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */ 2752 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2755 little bit harder. */
3043 /* GD */ 2756 /* GD */
3044 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2758 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2759 else
3050 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3051 num_stats_lose = 1; 2763 num_stats_lose = 1;
3052 } 2764
3053 lost_a_stat = 0; 2765 lost_a_stat = 0;
3054 2766
3055 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3056 { 2768 {
3057 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3058 2770
3059 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3060 { 2772 {
3061 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
3062 * what he lost. 2774 * what he lost.
3063 */ 2775 */
3064 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1; 2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
3070 } 2794 }
3071 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3072 { 2797 {
3073 /* deplete a stat */ 2798 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3075 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3076 2801 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2802 {
3080 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3082 } 2805
3083 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0) 2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3090 { 2812 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2813 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2815 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2816 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2817 else
3125 if (this_stat >= -50)
3126 { 2818 {
3127 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 lost_a_stat = 1; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
3132 } 2824 }
3133 } 2825 }
3134 } 2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
3135 } 2845 }
2846 }
2847 }
3136 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2849 if (!lost_a_stat)
3138 { 2850 {
3139 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3142 2854
3143 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3144 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3145 else 2857 else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3147 } 2859 }
3148#else 2860#else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3150#endif 2862#endif
3151 2863
3152 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2865 * exp loss on the stone.
3154 */ 2866 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2869 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3160 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); 2872 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);
3161 tmp->msg = buf; 2873 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2876
3165 /**************************************/ 2877 /**************************************/
3166 /* */ 2878 /* */
3167 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3170 /* */ 2882 /* */
3171 /**************************************/ 2883 /**************************************/
3172 2884
3173 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2886 /* restore player */
3175 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3177 2889
3178 if (tmp) 2890 if (tmp)
3179 { 2891 {
3180 tmp->destroy (); 2892 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2894 }
3183 2895
3184 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2898 if (tmp)
3187 { 2899 {
3188 tmp->destroy (); 2900 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2902 }
3191 2903
3192 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3193 2905
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3197 op->stats.food = 900; 2909 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2913
3202 /* 2914 /*
3203 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player is in a shop. IF so, then check to see if
3204 * the player has any unpaid items. If so, remove them and put them back 2916 * the player has any unpaid items. If so, remove them and put them back
3205 * in the map. 2917 * in the map.
3206 */ 2918 */
3207 2919
3208 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3210 2922
3211 /****************************************/ 2923 /****************************************/
3212 /* */ 2924 /* */
3213 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3215 /* */ 2927 /* */
3216 /****************************************/ 2928 /****************************************/
3217 2929
3218 enter_player_savebed (op); 2930 enter_player_savebed (op);
3219 2931
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2932 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2933
3226 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2937 * on the space that might harm the player.
3230 */ 2938 */
3231 will_kill_again = 0; 2939 will_kill_again = 0;
3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3235 2943
3236 if (will_kill_again) 2944 if (will_kill_again)
3237 { 2945 {
3238 object *force; 2946 object *force;
3239 int at; 2947 int at;
3240 2948
3241 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2951 force->speed = 0.1;
3244 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3245 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2956 force->resist[at] = 100;
3249 2957
3250 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3251 fix_player (op); 2959 op->update_stats ();
3252 2960
3253 } 2961 }
3254 2962
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2964}
3324
3325 2965
3326void 2966void
3327loot_object (object *op) 2967loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3330 2970
3331 if (op->container) 2971 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2972
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3337 { 2974 {
3338 next = tmp->below; 2975 next = tmp->below;
2976
3339 if (tmp->invisible) 2977 if (tmp->invisible)
3340 continue; 2978 continue;
2979
3341 tmp->remove (); 2980 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3343 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2985
3346 }
3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3348 { 2987 {
3349 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3350 { 2989 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy (); 2991 tmp2->destroy ();
3363/* 3002/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3365 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3366 * was changed. 3005 * was changed.
3367 */ 3006 */
3368
3369void 3007void
3370fix_weight (void) 3008fix_weight (void)
3371{ 3009{
3372 player *pl; 3010 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 3011 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 3013
3378 if (old == sum) 3014 if (old == sum)
3379 continue; 3015 continue;
3380 fix_player (pl->ob); 3016 pl->ob->update_stats ();
3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3017 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3382 } 3018 }
3383} 3019}
3384 3020
3385void 3021void
3386fix_luck (void) 3022fix_luck (void)
3387{ 3023{
3388 player *pl; 3024 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 3025 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 3026 pl->ob->change_luck (0);
3393} 3027}
3394
3395 3028
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3399 */ 3032 */
3400
3401void 3033void
3402cast_dust (object *op, object *throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3403{ 3035{
3404 object *skop, *spob; 3036 object *skop, *spob;
3405 3037
3445} 3077}
3446 3078
3447int 3079int
3448is_true_undead (object *op) 3080is_true_undead (object *op)
3449{ 3081{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1; 3083 return 1;
3454 3084
3455 return 0; 3085 return 0;
3456} 3086}
3515 3145
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3147
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3522 { 3151 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3153 make_visible (op);
3525 return; 3154 return;
3526 } 3155 }
3527 else 3156 else
3528 num += 20; 3157 num += 20;
3529 } 3158
3530 num += op->map->difficulty; 3159 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3161 num -= hide;
3162
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3164 {
3535 make_visible (op); 3165 make_visible (op);
3536 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3168 }
3539 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3171}
3544 3172
3545/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3546 3174
3547int 3175int
3614 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3615 { 3243 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3245 return -1;
3618 } 3246 }
3247
3619 if (!pl || !op) 3248 if (!pl || !op)
3620 return 0; 3249 return 0;
3621 3250
3622 if (op->head)
3623 {
3624 op = op->head; 3251 op = op->head_ ();
3625 } 3252
3626 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3627 3254
3628 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3256 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3760 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3761 return; 3388 return;
3762 3389
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3391
3765 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3766 { 3393 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3395 return;
3769 } 3396 }
3770 3397
3895 * not readied. 3522 * not readied.
3896 */ 3523 */
3897void 3524void
3898player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3899{ 3526{
3900 rangetype i;
3901
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3903 {
3904 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3905 { 3529 {
3906 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3907 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3910 }
3911 } 3533 }
3912 }
3913} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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