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Comparing deliantra/server/server/player.C (file contents):
Revision 1.47 by root, Tue Dec 19 04:58:05 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 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 != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
180 size += strlen (buf); 144 size += strlen (buf);
181 } 145 }
182 } 146 }
183 147
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 151}
296 152
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 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;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
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
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 4;
324 outputs_count = 4;
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
307/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
309 * mode. 361 * mode.
310 */ 362 */
311 363player *
312int 364player::create ()
313add_player (client *ns)
314{ 365{
315 player *p = new player; 366 player *pl = new player;
316 367
317 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 369
320 p->next = first_player; 370 pl->ob->roll_stats ();
321 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
322 373
323 p = get_player (p);
324
325 set_first_map (p->ob); 374 set_first_map (pl->ob);
326 375
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 376 return pl;
335} 377}
336 378
337/* 379/*
338 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
364 406
365object * 407object *
366get_nearest_player (object *mon) 408get_nearest_player (object *mon)
367{ 409{
368 object *op = NULL; 410 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 411 objectlink *ol;
371 unsigned lastdist; 412 unsigned lastdist;
372 rv_vector rv; 413 rv_vector rv;
373 414
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 416 {
376 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 424 object *tmp = ol->ob;
384 425
385 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 427 * itself will have been cleared.
387 */ 428 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
389 ol = ol->next; 431 ol = ol->next;
390 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
391 if (!ol) 433 if (!ol)
392 return op; 434 return op;
393 } 435 }
406 { 448 {
407 op = ol->ob; 449 op = ol->ob;
408 lastdist = rv.distance; 450 lastdist = rv.distance;
409 } 451 }
410 } 452 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 453
412 { 454 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
417 { 457 {
418 op = pl->ob; 458 op = pl->ob;
419 lastdist = rv.distance; 459 lastdist = rv.distance;
420 } 460 }
421 } 461
422 }
423#if 0 462#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 464#endif
426 return op; 465 return op;
427} 466}
445 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 486 * is probably not a good thing.
448 */ 487 */
449#define MAX_SPACES 50 488#define MAX_SPACES 50
450
451 489
452/* 490/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 524 x = mon->x;
487 y = mon->y; 525 y = mon->y;
488 m = mon->map; 526 m = mon->map;
489 dir = rv.direction; 527 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
492 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 532 if (diff > max)
494 return 0; 533 return 0;
534
495 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
496 { 536 {
497 lastx = x; 537 lastx = x;
498 lasty = y; 538 lasty = y;
499 lastmap = m; 539 lastmap = m;
581 max--; 621 max--;
582 lastdir = dir; 622 lastdir = dir;
583 if (!firstdir) 623 if (!firstdir)
584 firstdir = dir; 624 firstdir = dir;
585 } 625 }
626
586 if (diff <= 1) 627 if (diff <= 1)
587 { 628 {
588 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 630 * headed toward player for entire distance.
590 */ 631 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 634 }
635
594 if (diff > max) 636 if (diff > max)
595 return 0; 637 return 0;
596 } 638 }
639
597 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
598 if (!max) 641 if (!max)
599 return 0; 642 return 0;
600 643
601 return firstdir; 644 return firstdir;
694 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
695 link_player_skills (pl); 738 link_player_skills (pl);
696} 739}
697 740
698void 741void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
783{ 743{
784 if (party == NULL) 744 if (party == NULL)
785 { 745 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 747 return;
788 } 748 }
749
789 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 754}
794
795 755
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 757static int
798roll_stat (void) 758roll_stat (void)
799{ 759{
800 int a[4], i, j, k; 760 int a[4], i, j, k;
801 761
802 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
804 764
805 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 766 if (a[i] < k)
807 k = a[i], j = i; 767 k = a[i], j = i;
808 768
809 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 770 if (i != j)
812 k += a[i]; 771 k += a[i];
813 } 772
814 return k; 773 return k;
815} 774}
816 775
817void 776void
818roll_stats (object *op) 777object::roll_stats ()
819{ 778{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 779 int statsort [7];
823 780
824 do 781 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 782 {
835 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
836 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
837 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 793
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
870 801
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 802 stats.exp = 0;
882 op->stats.ac = 0; 803 stats.ac = 0;
883 804
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
892 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
893} 817}
894 818
895void 819void
896Roll_Again (object *op) 820object::swap_stats (int a, int b)
897{ 821{
898 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 825
903void 826 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
905{ 858{
906 signed char tmp;
907 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
908 860
909 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 865}
1024 866
1025/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1029 * not the class. 871 * not the class.
1030 */ 872 */
1031 873void
1032int 874player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 875{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 878
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 880 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1053 882
1054 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1056 885
1057 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1058 887
1059 if (op->msg) 888 if (ob->msg)
1060 op->msg = NULL; 889 ob->msg = 0;
1061 890
1062 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1063 * to save here. 892 * to save here.
1064 */ 893 */
894 {
895 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1067 899
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 900 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 903 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1076 fix_player (op); 905 ob->update_stats ();
1077 906
1078 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1079 * is one for this race 908 * is one for this race
1080 */ 909 */
1081 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1082 { 911 {
1083 object *tmp; 912 object *tmp;
1084 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1085 914
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 916 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1093 * default initial map */ 922 * default initial map */
1094 tmp->destroy (); 923 tmp->destroy ();
1095 } 924 }
1096 else 925 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
1098 928
1099 return 0; 929void
1100 } 930player::chargen_race_next ()
1101 931{
1102 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1104 */ 934 */
1105 935
1106 tmp_loop = 0; 936 do
1107 while (!tmp_loop)
1108 { 937 {
1109 shstr name = op->name; 938 shstr name = ob->name;
1110 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1111 940
1112 remove_statbonus (op); 941 ob->remove_statbonus ();
1113 op->remove (); 942 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 945 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1119 op->x = x; 948 ob->x = x;
1120 op->y = y; 949 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 953 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 954 }
955 while (!allowed_class (ob));
1127 956
1128 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 959 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 962 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 963}
1190 964
1191void 965void
1192flee_player (object *op) 966flee_player (object *op)
1193{ 967{
1223 { 997 {
1224 op->enemy = NULL; 998 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1000 return;
1227 } 1001 }
1002
1228 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1229 1004
1230 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1232 { 1007 {
1233 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1234 1009
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1011 return;
1238 }
1239 } 1012 }
1013
1240 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1016 op->enemy = NULL;
1243} 1017}
1244 1018
1250int 1024int
1251check_pick (object *op) 1025check_pick (object *op)
1252{ 1026{
1253 object *tmp, *next; 1027 object *tmp, *next;
1254 int stop = 0; 1028 int stop = 0;
1255 int j, k, wvratio; 1029 int wvratio;
1256 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1257 1031
1258 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1260 return 1; 1034 return 1;
1261 1035
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1106 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1111 }
1112
1366 /* philosophy: 1113 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1118 * example.
1372 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1372 * found object is returned.
1626 */ 1373 */
1627object * 1374object *
1628find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1629{ 1376{
1630 object *tmp = NULL; 1377 object *tmp = 0;
1631 1378
1632 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1636 return op; 1383 return op;
1384
1637 return tmp; 1385 return tmp;
1638} 1386}
1639 1387
1640/* 1388/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1393 */
1646
1647object * 1394object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1396{
1650 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1800 if (!dir) 1547 if (!dir)
1801 { 1548 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1550 return 0;
1804 } 1551 }
1552
1805 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1806 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1807 else 1555 else
1808 { 1556 {
1809 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1817 { 1565 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1567 return 0;
1820 } 1568 }
1821 } 1569 }
1570
1822 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1823 { 1572 {
1824 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1825 return 0; 1574 return 0;
1826 } 1575 }
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 1578
1830 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1833 if (bowspeed < 1) 1583 if (bowspeed < 1)
1834 bowspeed = 1; 1584 bowspeed = 1;
1835 1585
1836 if (arrow == NULL) 1586 if (arrow == NULL)
1837 { 1587 {
1840 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1841 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1842 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1843 else 1593 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1845 return 0; 1596 return 0;
1846 } 1597 }
1847 } 1598 }
1599
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1602 return 0;
1852 } 1603
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1605 {
1855 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1856 return 0; 1607 return 0;
1857 } 1608 }
1863 return 0; 1614 return 0;
1864 } 1615 }
1865 1616
1866 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1619 if (!arrow)
1869 { 1620 {
1870 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1871 return 0; 1622 return 0;
1872 } 1623 }
1624
1873 arrow->set_owner (op); 1625 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1627 arrow->direction = dir;
1877 arrow->x = sx;
1878 arrow->y = sy;
1879 1628
1880 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1881 { 1630 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op); 1632 op->update_stats ();
1884 } 1633 }
1885 1634
1886 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1889 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1890 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1891 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1892 1643
1893 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1894 * added to the damage. I think the strength bonus is more proper.
1895 */
1896
1897 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1898 1645
1899 /* update the speed */ 1646 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1902 1649
1903 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1907 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1908 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1909 { 1656 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1911 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1912 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1913
1914 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1915 } 1662 }
1916 else 1663 else
1917 { 1664 {
1918 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1919 arrow->level = op->level; 1665 arrow->level = op->level;
1920 } 1666 arrow->stats.wc -= bow->magic;
1921 1667
1922 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1923 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1924 1675
1925 if (bow->slaying != NULL)
1926 arrow->slaying = bow->slaying;
1927
1928 arrow->map = m;
1929 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1678
1932 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1933 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1934 1681
1935 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1683 move_arrow (arrow);
1937 1684
1938 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1964 } 1711 }
1965 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1966 { 1713 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1715 wcmod = -1;
1716
1969 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1970 } 1718 }
1971 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1972 { 1720 {
1973 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 1791
2044 if (item->arch) 1792 if (item->arch)
2045 { 1793 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2048 item->speed = 0; 1796 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1797 }
1798
2051 if ((tmp = is_player_inv (item))) 1799 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1801 }
2054 } 1802 }
2055 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1804 drain_rod_charge (item);
2058 }
2059 } 1805 }
2060} 1806}
2061 1807
2062/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2063 */ 1809 */
2086 case range_misc: 1832 case range_misc:
2087 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2088 return; 1834 return;
2089 1835
2090 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2091 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2092 {
2093 op->contr->ranges[range_golem] = 0;
2094 op->contr->shoottype = range_none;
2095 }
2096 else
2097 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2098 return; 1838 return;
2099 1839
2100 case range_skill: 1840 case range_skill:
2101 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2102 { 1842 {
2103 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2104 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
2105 return; 1846 return;
2106 } 1847 }
1848
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return; 1850 return;
2109 case range_builder: 1851 case range_builder:
2110 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2111 return; 1853 return;
2112 default: 1854 default:
2113 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2114 return; 1856 return;
2115 } 1857 }
2116} 1858}
2117
2118
2119 1859
2120/* find_key 1860/* find_key
2121 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
2122 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2123 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2125 * pl is the player, 1865 * pl is the player,
2126 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2127 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2128 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2129 */ 1869 */
2130
2131object * 1870object *
2132find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2133{ 1872{
2134 object *tmp, *key; 1873 object *tmp, *key;
2135 1874
2136 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2137 if (container->inv == NULL) 1876 if (!container->inv)
2138 return NULL; 1877 return 0;
2139 1878
2140 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
2141 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2142 { 1881 {
2143 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2144 break; 1883 break;
2145 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2146 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2147 */ 1886 */
2148 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2149 break; 1888 break;
2150 } 1889 }
1890
2151 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2152 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
2153 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
2154 * a key, return 1894 * a key, return
2155 */ 1895 */
2156 if (!tmp) 1896 if (!tmp)
2157 { 1897 {
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1899 {
2160 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2161 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2162 { 1902 {
2163 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2164 return key; 1904 return key;
2165 } 1905 }
2166 } 1906 }
1907
2167 if (!tmp) 1908 if (!tmp)
2168 return NULL; 1909 return NULL;
2169 } 1910 }
1911
2170 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
2171 * see if we actually want to use it 1913 * see if we actually want to use it
2172 */ 1914 */
2173 if (pl != container) 1915 if (pl != container)
2174 { 1916 {
2195 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2196 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2197 return NULL; 1939 return NULL;
2198 } 1940 }
2199 } 1941 }
1942
2200 return tmp; 1943 return tmp;
2201} 1944}
2202 1945
2203/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2204 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2206 * 0 otherwise 1949 * 0 otherwise
2207 */ 1950 */
2208static int 1951static int
2209player_attack_door (object *op, object *door) 1952player_attack_door (object *op, object *door)
2210{ 1953{
2211
2212 /* If its a door, try to find a use a key. If we do destroy the door, 1954 /* If its a door, try to find a use a key. If we do destroy the door,
2213 * might as well return immediately as there is nothing more to do - 1955 * might as well return immediately as there is nothing more to do -
2214 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
2215 */ 1957 */
2216 object *key = find_key (op, op, door); 1958 object *key = find_key (op, op, door);
2223 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2224 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2225 make_visible (op); 1967 make_visible (op);
2226 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2228 if (door->type == DOOR) 1971 if (door->type == DOOR)
2229 {
2230 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2231 }
2232 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2233 { 1974 {
2234 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2235 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2236 } 1977 }
1978
2237 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2238 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2239 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2240 if (container != op) 1982 if (container != op)
2241 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2242 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2243 } 1986 }
2244 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2245 { 1988 {
2246 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2247 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2248 return 1; 1991 return 1;
2249 } 1992 }
1993
2250 return 0; 1994 return 0;
2251} 1995}
2252 1996
2253/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2254 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2258 */ 2002 */
2259
2260void 2003void
2261move_player_attack (object *op, int dir) 2004move_player_attack (object *op, int dir)
2262{ 2005{
2263 object *tmp, *mon; 2006 object *tmp, *mon;
2264 sint16 nx, ny; 2007 sint16 nx, ny;
2266 maptile *m; 2009 maptile *m;
2267 2010
2268 nx = freearr_x[dir] + op->x; 2011 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2012 ny = freearr_y[dir] + op->y;
2270 2013
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2272 2015
2273 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2274 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2275 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2276 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2281 */ 2024 */
2282 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2283 { 2026 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 { 2028 {
2286 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2287 if (!m) 2030 if (!m)
2288 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2289 } 2032 }
2290 else 2033 else
2291 m = op->map; 2034 m = op->map;
2292 2035
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return; 2037 return;
2297 }
2298 2038
2299 mon = NULL; 2039 mon = 0;
2300 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2301 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2302 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2303 * on the space 2043 * on the space
2304 */ 2044 */
2305 while (tmp != NULL) 2045 while (tmp)
2306 { 2046 {
2307 if (tmp == op) 2047 if (tmp == op)
2308 { 2048 {
2309 tmp = tmp->above; 2049 tmp = tmp->above;
2310 continue; 2050 continue;
2320 mon = tmp; 2060 mon = tmp;
2321 2061
2322 tmp = tmp->above; 2062 tmp = tmp->above;
2323 } 2063 }
2324 2064
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2066 return; /* into a wall */
2327 2067
2328 if (mon->head != NULL) 2068 if (mon->head)
2329 mon = mon->head; 2069 mon = mon->head;
2330 2070
2331 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2332 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2333 return; 2073 return;
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2096 {
2357 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2358 if (op->contr->braced) 2098 if (op->contr->braced)
2359 return; 2099 return;
2100
2360 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2361 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2104 make_visible (op);
2105
2364 return; 2106 return;
2365 } 2107 }
2366 2108
2367 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2370 * attack them either. 2112 * attack them either.
2371 */ 2113 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2373 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2374#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2375 (op->contr->peaceful 2117 (op->contr->peaceful
2376 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2377 && mon->contr-> 2119 && mon->contr->
2378 peaceful)) && 2120 peaceful)) &&
2379#else 2121#else
2380 op->contr->peaceful && 2122 op->contr->peaceful &&
2381#endif 2123#endif
2382 !on_battleground)) 2124 !on_battleground))
2383 { 2125 {
2384 if (!op->contr->braced) 2126 if (!op->contr->braced)
2385 { 2127 {
2386 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2387 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2388 } 2130 }
2389 else 2131 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2133
2393 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2135 make_visible (op);
2395 } 2136 }
2396 2137
2397 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2408 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2409 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2410 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2411 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2412 */ 2153 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2416 { 2156 {
2417 2157
2418 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2426 2166
2427 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 } 2168 }
2429 2169
2430 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2431 2171
2432 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2175 * the wiz.
2437 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438 { 2178 {
2439 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2440 2180
2441 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2444 } 2184 }
2185
2445 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2446 make_visible (op); 2187 make_visible (op);
2447 } 2188 }
2448 } /* if player should attack something */ 2189 } /* if player should attack something */
2449} 2190}
2451int 2192int
2452move_player (object *op, int dir) 2193move_player (object *op, int dir)
2453{ 2194{
2454 int pick; 2195 int pick;
2455 2196
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2198 return 0;
2458 2199
2459 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2461 { 2202 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2204 return 0;
2464 } 2205 }
2465 2206
2466 /* peterm: added following line */ 2207 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2469 2210
2470 op->facing = dir; 2211 op->facing = dir;
2471 2212
2472 if (op->hide) 2213 if (op->hide)
2473 do_hidden_move (op); 2214 do_hidden_move (op);
2484 2225
2485 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2486 * server can handle repeat firing. 2227 * server can handle repeat firing.
2487 */ 2228 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2230 op->direction = dir;
2491 }
2492 else 2231 else
2493 {
2494 op->direction = 0; 2232 op->direction = 0;
2495 } 2233
2496 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2236 * for players.
2499 */ 2237 */
2500 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2509 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2510 */ 2248 */
2511int 2249int
2512handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2513{ 2251{
2514 if (op->contr->hidden)
2515 {
2516 op->invisible = 1000;
2517 /* the socket code flashes the player visible/invisible
2518 * depending on the value of invisible, so we need to
2519 * alternate it here for it to work correctly.
2520 */
2521 if (pticks & 2)
2522 op->invisible--;
2523 }
2524 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525 {
2526 op->invisible--;
2527 if (!op->invisible)
2528 {
2529 make_visible (op);
2530 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2531 }
2532 }
2533
2534 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2535 { 2253 {
2536 flee_player (op); 2254 flee_player (op);
2537 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2257 {
2540 op->speed_left--; 2258 op->speed_left--;
2541 return 0; 2259 return 0;
2542 } 2260 }
2543 } 2261 }
2544
2545 /* I've been seeing crashes where the golem has been destroyed, but
2546 * the player object still points to the defunct golem. The code that
2547 * destroys the golem looks correct, and it doesn't always happen, so
2548 * put this in a a workaround to clean up the golem pointer.
2549 */
2550 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2551 op->contr->ranges[range_golem] = 0;
2552 2262
2553 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2554 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2265 * called, so we recheck it here.
2556 */ 2266 */
2557 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2558 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2268 return 1;
2559 ;
2560 2269
2561 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2562 return 0; 2271 {
2563
2564 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2565 { 2273 {
2566 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2567 op->speed_left--; 2275 op->speed_left--;
2568 2276
2569 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2570 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2571 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2572 */ 2280 */
2573 move_player (op, op->direction); 2281 move_player (op, op->direction);
2574 if (op->speed_left > 0) 2282
2575 return 1; 2283 return op->speed_left > 0;
2576 else 2284 }
2577 return 0;
2578 } 2285 }
2579 2286
2580 return 0; 2287 return 0;
2581} 2288}
2582 2289
2602 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2603 2310
2604 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2605 op->stats.food = 999; 2312 op->stats.food = 999;
2606 2313
2607 fix_player (op); 2314 op->update_stats ();
2608 return 1; 2315 return 1;
2609 } 2316 }
2610 2317
2611 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2612 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2620 * from. 2327 * from.
2621 */ 2328 */
2622void 2329void
2623remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2624{ 2331{
2625 object *next;
2626
2627 while (op) 2332 while (op)
2628 { 2333 {
2629 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2630 * we remove object 'op' 2335
2631 */
2632 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2633 { 2337 {
2634 op->remove ();
2635 op->x = env->x;
2636 op->y = env->y;
2637 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2638 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2639 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2640 } 2342 }
2641 else if (op->inv) 2343 else if (op->inv)
2642 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2643 2345
2644 op = next; 2346 op = next;
2645 } 2347 }
2646} 2348}
2647
2648 2349
2649/* 2350/*
2650 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2651 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2652 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2686 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2687 strcat (buf2, buf); 2388 strcat (buf2, buf);
2688 2389
2689 return buf2; 2390 return buf2;
2690} 2391}
2691
2692
2693 2392
2694void 2393void
2695do_some_living (object *op) 2394do_some_living (object *op)
2696{ 2395{
2697 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2703 int rate_grace = 2000; 2402 int rate_grace = 2000;
2704 const int max_hp = 1; 2403 const int max_hp = 1;
2705 const int max_sp = 1; 2404 const int max_sp = 1;
2706 const int max_grace = 1; 2405 const int max_grace = 1;
2707 2406
2708 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2709 {
2710 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2711 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2712 flush_output_element (op, &op->contr->outputs[i]);
2713 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2714 2425
2715 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2716 { 2427 {
2717
2718 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2719 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2720 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2721 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2722 else 2432 else
2723 { 2433 {
2724 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2725 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2726 } 2436 }
2437
2727 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2728 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2729 else 2440 else
2730 { 2441 {
2731 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2732 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2733 } 2444 }
2445
2734 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2735 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2736 else 2448 else
2737 { 2449 {
2738 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2739 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2740 } 2452 }
2741 2453
2742 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2743 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2744 { 2456 {
2745 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2746 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2747 { 2459 {
2748 op->stats.sp++; 2460 op->stats.sp++;
2754 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2755 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2756 op->stats.food = last_food; 2468 op->stats.food = last_food;
2757 } 2469 }
2758 } 2470 }
2471
2759 if (max_sp > 1) 2472 if (max_sp > 1)
2760 { 2473 {
2761 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2762 if (over_sp > 0) 2475 if (over_sp > 0)
2763 { 2476 {
2764 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2765 { 2478 {
2766 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2767 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2768 op->stats.sp--; 2482 op->stats.sp--;
2483
2769 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2770 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2771 } 2486 }
2772 op->last_sp = 0; 2487 op->last_sp = 0;
2773 } 2488 }
2774 else 2489 else
2775 {
2776 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2777 }
2778 } 2491 }
2779 else 2492 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2494 }
2784 2495
2785 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2786 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2787 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2788 { 2499 {
2789 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2790 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2791 if (max_grace > 1) 2503 if (max_grace > 1)
2792 { 2504 {
2793 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2794 if (over_grace > 0) 2506 if (over_grace > 0)
2795 { 2507 {
2823 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2824 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2825 op->stats.food = last_food; 2537 op->stats.food = last_food;
2826 } 2538 }
2827 } 2539 }
2540
2828 if (max_hp > 1) 2541 if (max_hp > 1)
2829 { 2542 {
2830 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2831 if (over_hp > 0) 2544 if (over_hp > 0)
2832 { 2545 {
2856 2569
2857 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2858 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2859 else 2572 else
2860 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2861 /* dms do not consume food */ 2575 /* dms do not consume food */
2862 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2863 op->stats.food--; 2577 op->stats.food--;
2864 } 2578 }
2865 }
2866 2579
2867 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2868 { 2581 {
2869 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2870 2583
2871 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2872 { 2585 {
2873 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874 {
2875 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2876 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2877 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2878 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2879 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2880 break; 2593 break;
2881 } 2594 }
2882 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2883 flesh = tmp; 2596 flesh = tmp;
2884 } /* End if paid for object */ 2597 } /* End if paid for object */
2885 } /* end of for loop */ 2598 } /* end of for loop */
2599
2886 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2887 * eat flesh instead. 2601 * eat flesh instead.
2888 */ 2602 */
2889 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2890 { 2604 {
2891 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2892 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2893 } 2607 }
2894 } /* end if player is starving */ 2608 }
2895 2609
2896 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2897 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2898 2612
2899 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2900 kill_player (op); 2614 kill_player (op);
2615 }
2901} 2616}
2902
2903
2904 2617
2905/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2906 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2907 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2908 * file. 2621 * file.
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2940 2653
2941 /* restore player */ 2654 /* restore player */
2942 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2943 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2944 if (tmp)
2945 { 2657 {
2946 tmp->destroy (); 2658 tmp->destroy ();
2947 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2948 } 2660 }
2949 2661
2950 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2951 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2952 if (tmp)
2953 { 2664 {
2954 tmp->destroy (); 2665 tmp->destroy ();
2955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2956 } 2667 }
2957 2668
2959 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2960 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2961 op->stats.food = 999; 2672 op->stats.food = 999;
2962 2673
2963 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2964 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2965 if (tmp != NULL)
2966 { 2676 {
2967 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2968 tmp->name = buf; 2678 tmp->name = buf;
2969 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2970 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2971 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2972 tmp->msg = buf; 2682 tmp->msg = buf;
2973 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2974 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2975 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2976 insert_ob_in_map (tmp, op->map, op, 0);
2977 } 2686 }
2978 2687
2979 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2980 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2981 op->contr->braced = 0; 2690 op->contr->braced = 0;
2986 2695
2987 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2988 2697
2989 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2990 { 2699 {
2991 if (op->contr->explore)
2992 {
2993 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2994 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2995 op->stats.food = 999;
2996 return;
2997 }
2998 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2999 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3000 } 2702 }
3001 else 2703 else
3002 {
3003 if (op->contr->explore)
3004 {
3005 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3006 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3007 op->stats.hp = op->stats.maxhp;
3008 return;
3009 }
3010 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3011 } 2705
3012 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3013 2707
3014 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3015 x = op->x; 2709 x = op->x;
3016 y = op->y; 2710 y = op->y;
3017 map = op->map; 2711 map = op->map;
3018 2712
3019
3020 if (settings.not_permadeth == TRUE)
3021 {
3022 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3023 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3024 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3025 */ 2716 */
3026 2717
3027 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3028 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3029 * of death. 2720 * of death.
3030 */ 2721 */
3031#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3032 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3033 { 2724 {
3034 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3035 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3036 more if they do. */ 2727 more if they do. */
3037 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3038 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3039 little bit harder. */ 2730 little bit harder. */
3040 /* GD */ 2731 /* GD */
3041 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3042 num_stats_lose = 1; 2733 num_stats_lose = 1;
3043 else
3044 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3045 }
3046 else 2734 else
3047 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3048 num_stats_lose = 1; 2738 num_stats_lose = 1;
3049 } 2739
3050 lost_a_stat = 0; 2740 lost_a_stat = 0;
3051 2741
3052 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3053 { 2743 {
3054 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3055 2745
3056 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3057 { 2747 {
3058 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3059 * what he lost. 2749 * what he lost.
3060 */ 2750 */
3061 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3062 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3063 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3064 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3065 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3066 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3067 } 2769 }
3068 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3069 { 2772 {
3070 /* deplete a stat */ 2773 /* GD */
3071 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3072 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3073 2776 if (this_stat < 0)
3074 dep = present_arch_in_ob (deparch, op);
3075 if (!dep)
3076 { 2777 {
3077 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3079 } 2780
3080 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3081 if (settings.balanced_stat_loss)
3082 {
3083 /* GD */
3084 /* Get the stat that we're about to deplete. */
3085 this_stat = get_attr_value (&(dep->stats), i);
3086 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 { 2787 {
3088 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3089 int keep_chance = this_stat * this_stat;
3090
3091 /* Yes, I am paranoid. Sue me. */
3092 if (keep_chance < 1)
3093 keep_chance = 1;
3094
3095 /* There is a maximum depletion total per level. */
3096 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 {
3098 lose_this_stat = 0; 2788 lose_this_stat = 0;
3099 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3100 retain the stat. */ 2790 retain the stat. */
3101 }
3102 else
3103 {
3104 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3105 lose_this_stat = 0;
3106 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3107 this_stat, keep_chance, loss_chance,
3108 lose_this_stat?"LOSE":"KEEP"); */
3109 }
3110 } 2791 }
3111 }
3112
3113 if (lose_this_stat)
3114 {
3115 this_stat = get_attr_value (&(dep->stats), i);
3116 /* We could try to do something clever like find another
3117 * stat to reduce if this fails. But chances are, if
3118 * stats have been depleted to -50, all are pretty low
3119 * and should be roughly the same, so it shouldn't make a
3120 * difference.
3121 */ 2792 else
3122 if (this_stat >= -50)
3123 { 2793 {
3124 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3125 SET_FLAG (dep, FLAG_APPLIED);
3126 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3127 fix_player (op);
3128 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3129 } 2799 }
3130 } 2800 }
3131 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3132 } 2820 }
2821 }
2822 }
3133 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3134 if (!lost_a_stat) 2824 if (!lost_a_stat)
3135 { 2825 {
3136 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3137 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3138 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3139 2829
3140 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3141 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3142 else 2832 else
3143 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3144 } 2834 }
3145#else 2835#else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3147#endif 2837#endif
3148 2838
3149 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3150 * exp loss on the stone. 2840 * exp loss on the stone.
3151 */ 2841 */
3152 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3153 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3154 tmp->name = buf; 2844 tmp->name = buf;
3155 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3156 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3157 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); 2847 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);
3158 tmp->msg = buf; 2848 tmp->msg = buf;
3159 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3160 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3161 2851
3162 /**************************************/ 2852 /**************************************/
3163 /* */ 2853 /* */
3164 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3165 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3166 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3167 /* */ 2857 /* */
3168 /**************************************/ 2858 /**************************************/
3169 2859
3170 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3171 /* restore player */ 2861 /* restore player */
3172 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3173 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3174 2864
3175 if (tmp) 2865 if (tmp)
3176 { 2866 {
3177 tmp->destroy (); 2867 tmp->destroy ();
3178 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3179 } 2869 }
3180 2870
3181 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3182 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3183 if (tmp) 2873 if (tmp)
3184 { 2874 {
3185 tmp->destroy (); 2875 tmp->destroy ();
3186 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3187 } 2877 }
3188 2878
3189 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3190 2880
3191 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3192 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3193 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3194 op->stats.food = 900; 2884 op->stats.food = 900;
3195 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3196 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3197 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3198 2888
3199 /* 2889 /*
3200 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3201 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3202 * in the map. 2892 */
3203 */
3204
3205 if (is_in_shop (op))
3206 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3207 2894
3208 /****************************************/ 2895 /****************************************/
3209 /* */ 2896 /* */
3210 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3211 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3212 /* */ 2899 /* */
3213 /****************************************/ 2900 /****************************************/
3214 2901
3215 enter_player_savebed (op); 2902 enter_player_savebed (op);
3216 2903
3217 /* Save the player before inserting the force to reduce
3218 * chance of abuse.
3219 */
3220 op->contr->braced = 0; 2904 op->contr->braced = 0;
3221 save_player (op, 1);
3222 2905
3223 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3224 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3225 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3226 * on the space that might harm the player. 2909 * on the space that might harm the player.
3227 */ 2910 */
3228 will_kill_again = 0; 2911 will_kill_again = 0;
3229 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3230 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3231 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3232 2915
3233 if (will_kill_again) 2916 if (will_kill_again)
3234 { 2917 {
3235 object *force; 2918 object *force;
3236 int at; 2919 int at;
3237 2920
3238 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3239 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3240 force->speed = 0.1; 2923 force->speed = 0.1;
3241 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3242 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3243 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3244 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3245 force->resist[at] = 100; 2928 force->resist[at] = 100;
3246 2929
3247 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3248 fix_player (op); 2931 op->update_stats ();
3249 2932
3250 } 2933 }
3251 2934
3252 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3253 return;
3254 } /* NOT_PERMADETH */
3255 else
3256 {
3257 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3258 * should probably be embedded in an else statement.
3259 */
3260
3261 op->contr->party = NULL;
3262 if (settings.set_title == TRUE)
3263 op->contr->own_title[0] = '\0';
3264 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3265 check_score (op);
3266
3267 if (op->contr->ranges[range_golem])
3268 {
3269 remove_friendly_object (op->contr->ranges[range_golem]);
3270 op->contr->ranges[range_golem]->destroy ();
3271 op->contr->ranges[range_golem] = 0;
3272 }
3273
3274 loot_object (op); /* Remove some of the items for good */
3275 op->remove ();
3276 op->direction = 0;
3277
3278 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3279 {
3280 delete_character (op->name, 0);
3281 if (settings.resurrection == TRUE)
3282 {
3283 /* save playerfile sans equipment when player dies
3284 ** then save it as player.pl.dead so that future resurrection
3285 ** type spells will work on them nicely
3286 */
3287 delete_character (op->name, 0);
3288 op->stats.hp = op->stats.maxhp;
3289 op->stats.food = 999;
3290
3291 /* set the location of where the person will reappear when */
3292 /* maybe resurrection code should fix map also */
3293 strcpy (op->contr->maplevel, settings.emergency_mapname);
3294 if (op->map != NULL)
3295 op->map = NULL;
3296 op->x = settings.emergency_x;
3297 op->y = settings.emergency_y;
3298 save_player (op, 0);
3299 op->map = map;
3300 /* please see resurrection.c: peterm */
3301 dead_player (op);
3302 }
3303 else
3304 delete_character (op->name, 1);
3305 }
3306
3307 play_again (op);
3308
3309 /* peterm: added to create a corpse at deathsite. */
3310 tmp = arch_to_object (archetype::find ("corpse_pl"));
3311 sprintf (buf, "%s", &op->name);
3312 tmp->name = tmp->name_pl = buf;
3313 tmp->level = op->level;
3314 tmp->x = x;
3315 tmp->y = y;
3316 tmp->msg = gravestone_text (op);
3317 SET_FLAG (tmp, FLAG_UNIQUE);
3318 insert_ob_in_map (tmp, map, NULL, 0);
3319 }
3320} 2936}
3321
3322 2937
3323void 2938void
3324loot_object (object *op) 2939loot_object (object *op)
3325{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3326 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3327 2942
3328 if (op->container) 2943 op->close_container (); /* close open sack first */
3329 { /* close open sack first */
3330 esrv_apply_container (op, op->container);
3331 }
3332 2944
3333 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3334 { 2946 {
3335 next = tmp->below; 2947 next = tmp->below;
3336 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3337 continue; 2950 continue;
2951
3338 tmp->remove (); 2952 tmp->remove ();
3339 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3340 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3341 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3342 loot_object (tmp); 2957
3343 }
3344 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3345 { 2959 {
3346 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3347 { 2961 {
3348 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3349 tmp2->destroy (); 2963 tmp2->destroy ();
3360/* 2974/*
3361 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3362 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3363 * was changed. 2977 * was changed.
3364 */ 2978 */
3365
3366void 2979void
3367fix_weight (void) 2980fix_weight (void)
3368{ 2981{
3369 player *pl; 2982 for_all_players (pl)
3370
3371 for (pl = first_player; pl != NULL; pl = pl->next)
3372 { 2983 {
3373 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3374 2985
3375 if (old == sum) 2986 if (old == sum)
3376 continue; 2987 continue;
3377 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3378 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3379 } 2990 }
3380} 2991}
3381 2992
3382void 2993void
3383fix_luck (void) 2994fix_luck (void)
3384{ 2995{
3385 player *pl; 2996 for_all_players (pl)
3386
3387 for (pl = first_player; pl != NULL; pl = pl->next)
3388 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3389 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3390} 2999}
3391
3392 3000
3393/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3394 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3395 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3396 */ 3004 */
3397
3398void 3005void
3399cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3400{ 3007{
3401 object *skop, *spob; 3008 object *skop, *spob;
3402 3009
3436 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3437 { 3044 {
3438 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3439 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3440 } 3047 }
3048
3441 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3442} 3050}
3443 3051
3444int 3052int
3445is_true_undead (object *op) 3053is_true_undead (object *op)
3446{ 3054{
3447 object *tmp = NULL;
3448
3449 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3450 return 1; 3056 return 1;
3451 3057
3452 if (op->type == PLAYER)
3453 for (tmp = op->inv; tmp; tmp = tmp->below)
3454 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3455 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3456 return 1;
3457 return 0; 3058 return 0;
3458} 3059}
3459 3060
3460/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3461 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3517 3118
3518 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3519 3120
3520 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3521 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3522 {
3523 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3524 { 3124 {
3525 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3526 make_visible (op); 3126 make_visible (op);
3527 return; 3127 return;
3528 } 3128 }
3529 else 3129 else
3530 num += 20; 3130 num += 20;
3531 } 3131
3532 num += op->map->difficulty; 3132 num += op->map->difficulty;
3533 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3534 num -= hide; 3134 num -= hide;
3135
3535 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3536 { 3137 {
3537 make_visible (op); 3138 make_visible (op);
3538 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3539 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3540 } 3141 }
3541 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3542 {
3543 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3544 }
3545} 3144}
3546 3145
3547/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3548 3147
3549int 3148int
3576 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3577 continue; 3176 continue;
3578 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3579 continue; 3178 continue;
3580 3179
3581 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3582 { 3181 {
3583 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3584 return 1; 3183 return 1;
3585 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3586 { 3185 {
3616 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3617 { 3216 {
3618 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3619 return -1; 3218 return -1;
3620 } 3219 }
3220
3621 if (!pl || !op) 3221 if (!pl || !op)
3622 return 0; 3222 return 0;
3623 3223
3624 if (op->head)
3625 {
3626 op = op->head; 3224 op = op->head_ ();
3627 } 3225
3628 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3629 3227
3630 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3631 * through the object and find if it has any 3229 * through the object and find if it has any
3632 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3640 3238
3641 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3642 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3643 * for any meaningful values. 3241 * for any meaningful values.
3644 */ 3242 */
3645 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3646 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3647 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3648 return 1; 3246 return 1;
3649 op = op->more; 3247 op = op->more;
3650 } 3248 }
3651 return 0; 3249 return 0;
3652} 3250}
3749 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3750 int i = 0, j = 0; 3348 int i = 0, j = 0;
3751 3349
3752 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3753 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3754 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3755 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3756 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3757 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3758 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3759 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3760 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3761 3359
3762 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3763 return; 3361 return;
3764 3362
3765 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3766 3364
3767 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3768 { 3366 {
3769 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3770 return; 3368 return;
3771 } 3369 }
3772 3370
3838 { 3436 {
3839 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3840 object *skin; 3438 object *skin;
3841 3439
3842 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3843 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3844 if (skin == NULL) 3445 if (!skin)
3845 return; 3446 return;
3846 3447
3847 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3848 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3849 { 3450 {
3894 * not readied. 3495 * not readied.
3895 */ 3496 */
3896void 3497void
3897player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3898{ 3499{
3899 rangetype i;
3900
3901 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3902 {
3903 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3904 { 3502 {
3905 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3906 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3907 {
3908 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3909 }
3910 } 3506 }
3911 }
3912} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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