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Comparing deliantra/server/server/player.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 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{
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;
1843 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1844 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);
1845 /* 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 */
1846 else 1593 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1848 return 0; 1596 return 0;
1849 } 1597 }
1850 } 1598 }
1851 1599
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1622 return 0;
1875 } 1623 }
1876 1624
1877 arrow->set_owner (op); 1625 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1627 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1628
1884 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1885 { 1630 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1632 op->update_stats ();
1888 } 1633 }
1889 1634
1890 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1894 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1895 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1896 1643
1897 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902 1645
1903 /* update the speed */ 1646 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 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;
1906 1649
1907 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1911 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1912 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1913 { 1656 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 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;
1919 } 1662 }
1920 else 1663 else
1921 { 1664 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1665 arrow->level = op->level;
1924 } 1666 arrow->stats.wc -= bow->magic;
1925 1667
1926 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1927 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1928 1675
1929 if (bow->slaying)
1930 arrow->slaying = bow->slaying;
1931
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1678
1936 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);
1937 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1938 1681
1939 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1683 move_arrow (arrow);
1941 1684
1942 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1968 } 1711 }
1969 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)
1970 { 1713 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1715 wcmod = -1;
1716
1973 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);
1974 } 1718 }
1975 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1976 { 1720 {
1977 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);
2047 1791
2048 if (item->arch) 1792 if (item->arch)
2049 { 1793 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2052 item->speed = 0; 1796 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1797 }
1798
2055 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1801 }
2058 } 1802 }
2059 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1804 drain_rod_charge (item);
2062 }
2063 } 1805 }
2064} 1806}
2065 1807
2066/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2067 */ 1809 */
2090 case range_misc: 1832 case range_misc:
2091 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2092 return; 1834 return;
2093 1835
2094 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2102 return; 1838 return;
2103 1839
2104 case range_skill: 1840 case range_skill:
2105 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2106 { 1842 {
2107 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2108 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
2109 return; 1846 return;
2110 } 1847 }
1848
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return; 1850 return;
2113 case range_builder: 1851 case range_builder:
2114 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2115 return; 1853 return;
2116 default: 1854 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return; 1856 return;
2119 } 1857 }
2120} 1858}
2121
2122
2123 1859
2124/* find_key 1860/* find_key
2125 * 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
2126 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1865 * pl is the player,
2130 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2133 */ 1869 */
2134
2135object * 1870object *
2136find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2137{ 1872{
2138 object *tmp, *key; 1873 object *tmp, *key;
2139 1874
2140 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1876 if (!container->inv)
2142 return NULL; 1877 return 0;
2143 1878
2144 /* 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 */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1881 {
2147 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1883 break;
2149 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2151 */ 1886 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1888 break;
2154 } 1889 }
1890
2155 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2156 /* 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.
2157 * 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
2158 * a key, return 1894 * a key, return
2159 */ 1895 */
2160 if (!tmp) 1896 if (!tmp)
2161 { 1897 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1899 {
2164 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1902 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2168 return key; 1904 return key;
2169 } 1905 }
2170 } 1906 }
1907
2171 if (!tmp) 1908 if (!tmp)
2172 return NULL; 1909 return NULL;
2173 } 1910 }
1911
2174 /* 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,
2175 * see if we actually want to use it 1913 * see if we actually want to use it
2176 */ 1914 */
2177 if (pl != container) 1915 if (pl != container)
2178 { 1916 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "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));
2201 return NULL; 1939 return NULL;
2202 } 1940 }
2203 } 1941 }
1942
2204 return tmp; 1943 return tmp;
2205} 1944}
2206 1945
2207/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2226 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);
2227 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2228 make_visible (op); 1967 make_visible (op);
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2231 if (door->type == DOOR) 1971 if (door->type == DOOR)
2232 {
2233 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 */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2236 { 1974 {
2237 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));
2238 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2239 } 1977 }
1978
2240 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2243 if (container != op) 1982 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2245 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2246 } 1986 }
2247 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2248 { 1988 {
2249 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2251 return 1; 1991 return 1;
2252 } 1992 }
1993
2253 return 0; 1994 return 0;
2254} 1995}
2255 1996
2256/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2283 */ 2024 */
2284 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))
2285 { 2026 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 { 2028 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2289 if (!m) 2030 if (!m)
2290 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2291 } 2032 }
2292 else 2033 else
2293 m = op->map; 2034 m = op->map;
2294 2035
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 2037 return;
2299 }
2300 2038
2301 mon = 0; 2039 mon = 0;
2302 /* 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
2303 * 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.
2304 * 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
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2096 {
2359 /* 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 */
2360 if (op->contr->braced) 2098 if (op->contr->braced)
2361 return; 2099 return;
2100
2362 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);
2363 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2104 make_visible (op);
2105
2366 return; 2106 return;
2367 } 2107 }
2368 2108
2369 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2384 !on_battleground)) 2124 !on_battleground))
2385 { 2125 {
2386 if (!op->contr->braced) 2126 if (!op->contr->braced)
2387 { 2127 {
2388 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);
2389 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2390 } 2130 }
2391 else 2131 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2393 2133
2394 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2409 * 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
2410 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2411 * 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
2412 * 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.
2413 */ 2153 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((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)))
2417 { 2156 {
2418 2157
2419 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2453int 2192int
2454move_player (object *op, int dir) 2193move_player (object *op, int dir)
2455{ 2194{
2456 int pick; 2195 int pick;
2457 2196
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2198 return 0;
2460 2199
2461 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2463 { 2202 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2204 return 0;
2466 } 2205 }
2467 2206
2468 /* peterm: added following line */ 2207 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2210
2472 op->facing = dir; 2211 op->facing = dir;
2473 2212
2474 if (op->hide) 2213 if (op->hide)
2475 do_hidden_move (op); 2214 do_hidden_move (op);
2508 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2509 */ 2248 */
2510int 2249int
2511handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2512{ 2251{
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2534 { 2253 {
2535 flee_player (op); 2254 flee_player (op);
2536 /* 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 */
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2257 {
2539 op->speed_left--; 2258 op->speed_left--;
2540 return 0; 2259 return 0;
2541 } 2260 }
2542 } 2261 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2262
2552 /* 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
2553 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2265 * called, so we recheck it here.
2555 */ 2266 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2268 return 1;
2558 ;
2559 2269
2560 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2561 return 0; 2271 {
2562
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 { 2273 {
2565 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--; 2275 op->speed_left--;
2567 2276
2568 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2569 * 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
2570 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2571 */ 2280 */
2572 move_player (op, op->direction); 2281 move_player (op, op->direction);
2573 if (op->speed_left > 0) 2282
2574 return 1; 2283 return op->speed_left > 0;
2575 else 2284 }
2576 return 0;
2577 } 2285 }
2578 2286
2579 return 0; 2287 return 0;
2580} 2288}
2581 2289
2601 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2602 2310
2603 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2604 op->stats.food = 999; 2312 op->stats.food = 999;
2605 2313
2606 fix_player (op); 2314 op->update_stats ();
2607 return 1; 2315 return 1;
2608 } 2316 }
2609 2317
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2619 * from. 2327 * from.
2620 */ 2328 */
2621void 2329void
2622remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2623{ 2331{
2624 object *next;
2625
2626 while (op) 2332 while (op)
2627 { 2333 {
2628 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' */
2629 * we remove object 'op' 2335
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2337 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2639 } 2342 }
2640 else if (op->inv) 2343 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2642 2345
2643 op = next; 2346 op = next;
2644 } 2347 }
2645} 2348}
2646
2647 2349
2648/* 2350/*
2649 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2388 strcat (buf2, buf);
2687 2389
2688 return buf2; 2390 return buf2;
2689} 2391}
2690
2691
2692 2392
2693void 2393void
2694do_some_living (object *op) 2394do_some_living (object *op)
2695{ 2395{
2696 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2702 int rate_grace = 2000; 2402 int rate_grace = 2000;
2703 const int max_hp = 1; 2403 const int max_hp = 1;
2704 const int max_sp = 1; 2404 const int max_sp = 1;
2705 const int max_grace = 1; 2405 const int max_grace = 1;
2706 2406
2707 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 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 }
2713 2425
2714 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2715 { 2427 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2432 else
2722 { 2433 {
2723 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2436 }
2437
2726 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2440 else
2729 { 2441 {
2730 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2444 }
2445
2733 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2448 else
2736 { 2449 {
2737 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2452 }
2740 2453
2741 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2743 { 2456 {
2744 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);
2745 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2746 { 2459 {
2747 op->stats.sp++; 2460 op->stats.sp++;
2753 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2754 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))
2755 op->stats.food = last_food; 2468 op->stats.food = last_food;
2756 } 2469 }
2757 } 2470 }
2471
2758 if (max_sp > 1) 2472 if (max_sp > 1)
2759 { 2473 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2475 if (over_sp > 0)
2762 { 2476 {
2763 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2764 { 2478 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2766 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))
2767 op->stats.sp--; 2482 op->stats.sp--;
2483
2768 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2770 } 2486 }
2771 op->last_sp = 0; 2487 op->last_sp = 0;
2772 } 2488 }
2773 else 2489 else
2774 {
2775 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);
2776 }
2777 } 2491 }
2778 else 2492 else
2779 {
2780 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);
2781 }
2782 } 2494 }
2783 2495
2784 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2785 /* 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. */
2786 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2787 { 2499 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2790 if (max_grace > 1) 2503 if (max_grace > 1)
2791 { 2504 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2506 if (over_grace > 0)
2794 { 2507 {
2822 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2823 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))
2824 op->stats.food = last_food; 2537 op->stats.food = last_food;
2825 } 2538 }
2826 } 2539 }
2540
2827 if (max_hp > 1) 2541 if (max_hp > 1)
2828 { 2542 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2544 if (over_hp > 0)
2831 { 2545 {
2855 2569
2856 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2857 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);
2858 else 2572 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2860 /* dms do not consume food */ 2575 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2577 op->stats.food--;
2863 } 2578 }
2864 }
2865 2579
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2581 {
2868 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2869 2583
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 { 2585 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2876 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.");
2877 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2593 break;
2880 } 2594 }
2881 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2882 flesh = tmp; 2596 flesh = tmp;
2883 } /* End if paid for object */ 2597 } /* End if paid for object */
2884 } /* end of for loop */ 2598 } /* end of for loop */
2599
2885 /* 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
2886 * eat flesh instead. 2601 * eat flesh instead.
2887 */ 2602 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2604 {
2890 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.");
2891 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2892 } 2607 }
2893 } /* end if player is starving */ 2608 }
2894 2609
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2897 2612
2898 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))
2899 kill_player (op); 2614 kill_player (op);
2615 }
2900} 2616}
2901
2902
2903 2617
2904/* 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.
2905 * 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
2906 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2621 * file.
2937 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!");
2938 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...");
2939 2653
2940 /* restore player */ 2654 /* restore player */
2941 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2657 {
2945 tmp->destroy (); 2658 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2660 }
2948 2661
2949 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2664 {
2953 tmp->destroy (); 2665 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2667 }
2956 2668
2958 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2672 op->stats.food = 999;
2961 2673
2962 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2676 {
2966 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2678 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2969 " 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",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2682 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2974 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2686 }
2977 2687
2978 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2690 op->contr->braced = 0;
2985 2695
2986 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2987 2697
2988 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2989 { 2699 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2999 } 2702 }
3000 else 2703 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3010 } 2705
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2707
3013 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3014 x = op->x; 2709 x = op->x;
3015 y = op->y; 2710 y = op->y;
3016 map = op->map; 2711 map = op->map;
3017 2712
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * 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.
3023 * 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.
3024 */ 2716 */
3025 2717
3026 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2720 * of death.
3029 */ 2721 */
3030#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3032 { 2724 {
3033 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3034 /* 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
3035 more if they do. */ 2727 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2730 little bit harder. */
3039 /* GD */ 2731 /* GD */
3040 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2733 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2734 else
3046 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3047 num_stats_lose = 1; 2738 num_stats_lose = 1;
3048 } 2739
3049 lost_a_stat = 0; 2740 lost_a_stat = 0;
3050 2741
3051 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3052 { 2743 {
3053 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3054 2745
3055 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3056 { 2747 {
3057 /* 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
3058 * what he lost. 2749 * what he lost.
3059 */ 2750 */
3060 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 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);
3066 } 2769 }
3067 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3068 { 2772 {
3069 /* deplete a stat */ 2773 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3071 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3072 2776 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2777 {
3076 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3078 } 2780
3079 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 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)
3086 { 2787 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2788 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2790 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2791 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2792 else
3121 if (this_stat >= -50)
3122 { 2793 {
3123 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 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"); */
3128 } 2799 }
3129 } 2800 }
3130 } 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 }
3131 } 2820 }
2821 }
2822 }
3132 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2824 if (!lost_a_stat)
3134 { 2825 {
3135 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3138 2829
3139 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3140 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);
3141 else 2832 else
3142 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.");
3143 } 2834 }
3144#else 2835#else
3145 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.");
3146#endif 2837#endif
3147 2838
3148 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2840 * exp loss on the stone.
3150 */ 2841 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2844 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3156 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);
3157 tmp->msg = buf; 2848 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2851
3161 /**************************************/ 2852 /**************************************/
3162 /* */ 2853 /* */
3163 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3166 /* */ 2857 /* */
3167 /**************************************/ 2858 /**************************************/
3168 2859
3169 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2861 /* restore player */
3171 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3173 2864
3174 if (tmp) 2865 if (tmp)
3175 { 2866 {
3176 tmp->destroy (); 2867 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2869 }
3179 2870
3180 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2873 if (tmp)
3183 { 2874 {
3184 tmp->destroy (); 2875 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2877 }
3187 2878
3188 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3189 2880
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3193 op->stats.food = 900; 2884 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2888
3198 /* 2889 /*
3199 * 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
3200 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3201 * in the map. 2892 */
3202 */
3203
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3206 2894
3207 /****************************************/ 2895 /****************************************/
3208 /* */ 2896 /* */
3209 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3211 /* */ 2899 /* */
3212 /****************************************/ 2900 /****************************************/
3213 2901
3214 enter_player_savebed (op); 2902 enter_player_savebed (op);
3215 2903
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2904 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2905
3222 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2909 * on the space that might harm the player.
3226 */ 2910 */
3227 will_kill_again = 0; 2911 will_kill_again = 0;
3228 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)
3229 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3231 2915
3232 if (will_kill_again) 2916 if (will_kill_again)
3233 { 2917 {
3234 object *force; 2918 object *force;
3235 int at; 2919 int at;
3236 2920
3237 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2923 force->speed = 0.1;
3240 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3241 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2928 force->resist[at] = 100;
3245 2929
3246 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3247 fix_player (op); 2931 op->update_stats ();
3248 2932
3249 } 2933 }
3250 2934
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2936}
3320
3321 2937
3322void 2938void
3323loot_object (object *op) 2939loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3326 2942
3327 if (op->container) 2943 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2944
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3333 { 2946 {
3334 next = tmp->below; 2947 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3336 continue; 2950 continue;
2951
3337 tmp->remove (); 2952 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3339 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2957
3342 }
3343 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))))
3344 { 2959 {
3345 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3346 { 2961 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy (); 2963 tmp2->destroy ();
3359/* 2974/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3361 * 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
3362 * was changed. 2977 * was changed.
3363 */ 2978 */
3364
3365void 2979void
3366fix_weight (void) 2980fix_weight (void)
3367{ 2981{
3368 player *pl; 2982 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2983 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 2985
3374 if (old == sum) 2986 if (old == sum)
3375 continue; 2987 continue;
3376 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3377 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);
3378 } 2990 }
3379} 2991}
3380 2992
3381void 2993void
3382fix_luck (void) 2994fix_luck (void)
3383{ 2995{
3384 player *pl; 2996 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3389} 2999}
3390
3391 3000
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3395 */ 3004 */
3396
3397void 3005void
3398cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3399{ 3007{
3400 object *skop, *spob; 3008 object *skop, *spob;
3401 3009
3435 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3436 { 3044 {
3437 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3439 } 3047 }
3048
3440 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3441} 3050}
3442 3051
3443int 3052int
3444is_true_undead (object *op) 3053is_true_undead (object *op)
3445{ 3054{
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3056 return 1;
3450 3057
3451 if (op->type == PLAYER)
3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3456 return 0; 3058 return 0;
3457} 3059}
3458 3060
3459/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3516 3118
3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3518 3120
3519 /* 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! */
3520 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3521 {
3522 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3523 { 3124 {
3524 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!");
3525 make_visible (op); 3126 make_visible (op);
3526 return; 3127 return;
3527 } 3128 }
3528 else 3129 else
3529 num += 20; 3130 num += 20;
3530 } 3131
3531 num += op->map->difficulty; 3132 num += op->map->difficulty;
3532 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3533 num -= hide; 3134 num -= hide;
3135
3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 { 3137 {
3536 make_visible (op); 3138 make_visible (op);
3537 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3538 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!");
3539 } 3141 }
3540 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3541 {
3542 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);
3543 }
3544} 3144}
3545 3145
3546/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3547 3147
3548int 3148int
3615 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3616 { 3216 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 3218 return -1;
3619 } 3219 }
3220
3620 if (!pl || !op) 3221 if (!pl || !op)
3621 return 0; 3222 return 0;
3622 3223
3623 if (op->head)
3624 {
3625 op = op->head; 3224 op = op->head_ ();
3626 } 3225
3627 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3628 3227
3629 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 3229 * through the object and find if it has any
3631 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3639 3238
3640 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3641 * 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
3642 * for any meaningful values. 3241 * for any meaningful values.
3643 */ 3242 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3646 !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)])
3647 return 1; 3246 return 1;
3648 op = op->more; 3247 op = op->more;
3649 } 3248 }
3650 return 0; 3249 return 0;
3651} 3250}
3748 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3749 int i = 0, j = 0; 3348 int i = 0, j = 0;
3750 3349
3751 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3752 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3753 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3754 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3755 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3756 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3757 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3758 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3759 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3760 3359
3761 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3762 return; 3361 return;
3763 3362
3764 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++);
3765 3364
3766 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3767 { 3366 {
3768 /* 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]); */
3769 return; 3368 return;
3770 } 3369 }
3771 3370
3837 { 3436 {
3838 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3438 object *skin;
3840 3439
3841 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 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
3843 if (skin == NULL) 3445 if (!skin)
3844 return; 3446 return;
3845 3447
3846 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3450 {
3893 * not readied. 3495 * not readied.
3894 */ 3496 */
3895void 3497void
3896player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3897{ 3499{
3898 rangetype i;
3899
3900 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))
3901 {
3902 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3903 { 3502 {
3904 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3905 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3908 }
3909 } 3506 }
3910 }
3911} 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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