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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 2006 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 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 <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 37
78void 38void
79display_motd (const object *op) 39display_motd (const object *op)
80{ 40{
81 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
155 115
156 news[0] = '\0'; 116 news[0] = '\0';
157 subject[0] = '\0'; 117 subject[0] = '\0';
158 size = 0; 118 size = 0;
159 119
160 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
161 { 121 {
162 if (*buf == '#') 122 if (*buf == '#')
163 continue; 123 continue;
164 124
165 if (*buf == '%') 125 if (*buf == '%')
166 { /* send one news */ 126 { /* send one news */
167 if (size > 0) 127 if (size > 0)
168 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
169 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
170 strip_endline (subject); 131 strip_endline (subject);
171 size = 0; 132 size = 0;
172 news[0] = '\0'; 133 news[0] = '\0';
173 } 134 }
182 size += strlen (buf); 143 size += strlen (buf);
183 } 144 }
184 } 145 }
185 146
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
188 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
189}
190
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 150}
298 151
299/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
300static void 153static void
301set_first_map (object *op) 154set_first_map (object *op)
302{ 155{
303 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
304 op->x = -1; 157 op->x = -1;
305 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
306 enter_exit (op, 0); 169 ob->enter_exit (tmp);
307}
308 170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
309/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
311 * mode. 371 * mode.
312 */ 372 */
313 373player *
314int 374player::create ()
315add_player (client *ns)
316{ 375{
317 player *p = new player; 376 player *pl = new player;
318 377
319 p->ns = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 379
322 p->next = first_player; 380 pl->ob->roll_stats ();
323 first_player = p; 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
324 383
325 p = get_player (p);
326
327 set_first_map (p->ob); 384 set_first_map (pl->ob);
328 385
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 386 return pl;
338} 387}
339 388
340/* 389/*
341 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
367 416
368object * 417object *
369get_nearest_player (object *mon) 418get_nearest_player (object *mon)
370{ 419{
371 object *op = NULL; 420 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 421 objectlink *ol;
374 unsigned lastdist; 422 unsigned lastdist;
375 rv_vector rv; 423 rv_vector rv;
376 424
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 426 {
379 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
380 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
386 object *tmp = ol->ob; 434 object *tmp = ol->ob;
387 435
388 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
389 * itself will have been cleared. 437 * itself will have been cleared.
390 */ 438 */
391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
392 ol = ol->next; 441 ol = ol->next;
393 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
394 if (!ol) 443 if (!ol)
395 return op; 444 return op;
396 } 445 }
409 { 458 {
410 op = ol->ob; 459 op = ol->ob;
411 lastdist = rv.distance; 460 lastdist = rv.distance;
412 } 461 }
413 } 462 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 463
415 { 464 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
420 { 467 {
421 op = pl->ob; 468 op = pl->ob;
422 lastdist = rv.distance; 469 lastdist = rv.distance;
423 } 470 }
424 } 471
425 }
426#if 0 472#if 0
427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
428#endif 474#endif
429 return op; 475 return op;
430} 476}
448 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
449 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 496 * is probably not a good thing.
451 */ 497 */
452#define MAX_SPACES 50 498#define MAX_SPACES 50
453
454 499
455/* 500/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
458 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 534 x = mon->x;
490 y = mon->y; 535 y = mon->y;
491 m = mon->map; 536 m = mon->map;
492 dir = rv.direction; 537 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
494 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
495 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
496 if (diff > max) 542 if (diff > max)
497 return 0; 543 return 0;
544
498 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
499 { 546 {
500 lastx = x; 547 lastx = x;
501 lasty = y; 548 lasty = y;
502 lastmap = m; 549 lastmap = m;
584 max--; 631 max--;
585 lastdir = dir; 632 lastdir = dir;
586 if (!firstdir) 633 if (!firstdir)
587 firstdir = dir; 634 firstdir = dir;
588 } 635 }
636
589 if (diff <= 1) 637 if (diff <= 1)
590 { 638 {
591 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 640 * headed toward player for entire distance.
593 */ 641 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 644 }
645
597 if (diff > max) 646 if (diff > max)
598 return 0; 647 return 0;
599 } 648 }
649
600 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
601 if (!max) 651 if (!max)
602 return 0; 652 return 0;
603 653
604 return firstdir; 654 return firstdir;
697 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
698 link_player_skills (pl); 748 link_player_skills (pl);
699} 749}
700 750
701void 751void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
787{ 753{
788 if (party == NULL) 754 if (party == NULL)
789 { 755 {
790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
791 return; 757 return;
792 } 758 }
759
793 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 764}
798 765
799
800/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801int 767static int
802roll_stat (void) 768roll_stat (void)
803{ 769{
804 int a[4], i, j, k; 770 int a[4], i, j, k;
805 771
806 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
808 774
809 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 776 if (a[i] < k)
811 k = a[i], j = i; 777 k = a[i], j = i;
812 778
813 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 780 if (i != j)
816 k += a[i]; 781 k += a[i];
817 } 782
818 return k; 783 return k;
819} 784}
820 785
821void 786void
822roll_stats (object *op) 787object::roll_stats ()
823{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
824 int sum = 0; 793 int sum = 0;
825 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
827 796
828 do 797 if (sum >= 82 && sum <= 116)
798 break;
829 { 799 }
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840 800
841 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 803
850 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
851 do 805 stats.stat (i) = statsort [i];
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866 806
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 807 stats.exp = 0;
886 op->stats.ac = 0; 808 stats.ac = 0;
887 809
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
895 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
896 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
897} 822}
898 823
899void 824void
900Roll_Again (object *op) 825object::swap_stats (int a, int b)
901{ 826{
902 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905}
906 828
907void 829 for (int i = 0; i < NUM_STATS; ++i)
908Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
909{ 856{
910 signed char tmp;
911 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
912 858
913 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 863}
1028 864
1029/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1033 * not the class. 869 * not the class.
1034 */ 870 */
1035 871void
1036int 872player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 873{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1053 876
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 878 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1057 880
1058 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1060 883
1061 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1062 885
1063 if (op->msg) 886 if (ob->msg)
1064 op->msg = NULL; 887 ob->msg = 0;
1065 888
1066 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1067 * to save here. 890 * to save here.
1068 */ 891 */
892 {
893 char buf[MAX_BUF];
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1070 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1071 897
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 898 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op); 901 link_player_skills (ob);
1079 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1080 fix_player (op); 903 ob->update_stats ();
1081 904
1082 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1083 * is one for this race 906 * is one for this race
1084 */ 907 */
1085 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1086 { 909 {
1087 object *tmp; 910 object *tmp;
1088 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1089 912
1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1091 tmp = object::create (); 914 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1094 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1095 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1096 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1097 * default initial map */ 920 * default initial map */
1098 tmp->destroy (); 921 tmp->destroy ();
1099 } 922 }
1100 else 923 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
1102 926
1103 return 0; 927void
1104 } 928player::chargen_race_next ()
1105 929{
1106 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1108 */ 932 */
1109 933
1110 tmp_loop = 0; 934 do
1111 while (!tmp_loop)
1112 { 935 {
1113 shstr name = op->name; 936 shstr name = ob->name;
1114 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1115 938
1116 remove_statbonus (op); 939 ob->remove_statbonus ();
1117 op->remove (); 940 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
1120 op->instantiate (); 943 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1123 op->x = x; 946 ob->x = x;
1124 op->y = y; 947 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1128 add_statbonus (op); 951 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 952 }
953 while (!allowed_class (ob));
1131 954
1132 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 957 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 960 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 961}
1194 962
1195void 963void
1196flee_player (object *op) 964flee_player (object *op)
1197{ 965{
1244 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 1014 op->enemy = NULL;
1247} 1015}
1248 1016
1249
1250/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1251 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1252 * stop. 1019 * stop.
1253 */ 1020 */
1254int 1021int
1255check_pick (object *op) 1022check_pick (object *op)
1256{ 1023{
1257 object *tmp, *next; 1024 object *tmp, *next;
1258 int stop = 0; 1025 int stop = 0;
1259 int j, k, wvratio; 1026 int wvratio;
1260 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1261 1028
1262 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1264 return 1; 1031 return 1;
1265 1032
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else 1103 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1108 }
1109
1370 /* philosophy: 1110 /* philosophy:
1371 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1372 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1374 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1375 * example. 1115 * example.
1376 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1377 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1378 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1629 * found object is returned. 1369 * found object is returned.
1630 */ 1370 */
1631object * 1371object *
1632find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1633{ 1373{
1634 object *tmp = NULL; 1374 object *tmp = 0;
1635 1375
1636 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1637 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1640 return op; 1380 return op;
1381
1641 return tmp; 1382 return tmp;
1642} 1383}
1643 1384
1644/* 1385/*
1645 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1646 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1647 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1648 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1649 */ 1390 */
1650
1651object * 1391object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1393{
1654 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1721 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1462 * op = the shooter
1723 * type = bow->race 1463 * type = bow->race
1724 * dir = fire direction 1464 * dir = fire direction
1725 */ 1465 */
1726
1727object * 1466object *
1728pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1729{ 1468{
1730 object *tmp = NULL; 1469 object *tmp = NULL;
1731 maptile *m; 1470 maptile *m;
1796 */ 1535 */
1797int 1536int
1798fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1799{ 1538{
1800 object *left, *bow; 1539 object *left, *bow;
1801 int bowspeed, mflags; 1540 int mflags;
1802 maptile *m; 1541 maptile *m;
1803 1542
1804 if (!dir) 1543 if (!dir)
1805 { 1544 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1807 return 0; 1546 return 0;
1808 } 1547 }
1809 1548
1810 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1811 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1812 else 1555 else
1813 { 1556 {
1814 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1815 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1816 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1821 if (!bow) 1564 if (!bow)
1822 { 1565 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1567 return 0;
1825 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1826 } 1577 }
1827 1578
1828 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1829 { 1580 {
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1831 return 0; 1582 return 0;
1832 } 1583 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842 1584
1843 if (arrow == NULL) 1585 if (arrow == NULL)
1844 { 1586 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1588 {
1847 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1849 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1850 else 1592 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1852 return 0; 1595 return 0;
1853 } 1596 }
1854 } 1597 }
1855 1598
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1878 return 0; 1621 return 0;
1879 } 1622 }
1880 1623
1881 arrow->set_owner (op); 1624 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1626 arrow->direction = dir;
1885 arrow->x = sx; 1627
1886 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1887 1661
1888 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1889 { 1663 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1923 } 1671 }
1924 else 1672 else
1925 { 1673 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1674 arrow->level = op->level;
1928 } 1675 arrow->stats.wc -= bow->magic;
1929 1676
1930 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1931 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1932 1682
1933 if (bow->slaying) 1683 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1685
1936 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1689
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1941 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1942 1692
1943 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1694 move_arrow (arrow);
1945 1695
1946 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1966{ 1716{
1967 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1968 1718
1969 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1970 { 1720 {
1971 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1972 } 1722 }
1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 { 1724 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1726 wcmod = -1;
1727
1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978 } 1729 }
1979 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1980 { 1731 {
1981 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1985 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1737 {
1987 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1989 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1990
1991 } 1741 }
1992 else 1742 else
1993 { 1743 {
1994 /* Simple case */ 1744 /* Simple case */
1995 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 } 1746 }
1747
1997 return ret; 1748 return ret;
1998} 1749}
1999 1750
2000 1751
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2003 */ 1754 */
2004void 1755void
2005fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2006{ 1757{
2007 object *item; 1758 object *item = op->contr->ranged_ob;
2008 1759
2009 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2010 { 1761 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2012 return; 1763 return;
2013 } 1764 }
2014 1765
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1766 if (!item->inv)
2017 { 1767 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1769 return;
2020 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2021 if (item->type == WAND) 1775 if (item->type == WAND)
2022 { 1776 {
2023 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2024 { 1778 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2027 return; 1782 return;
2028 } 1783 }
2029 } 1784 }
2030 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2031 { 1786 {
2032 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2033 { 1788 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2035 if (item->type == ROD) 1791 if (item->type == ROD)
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else 1793 else
2038 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2039 return; 1796 return;
2040 } 1797 }
2041 } 1798 }
2042 1799
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2051 1808
2052 if (item->arch) 1809 if (item->arch)
2053 { 1810 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2056 item->speed = 0; 1813 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1814 }
1815
2059 if ((tmp = item->in_player ())) 1816 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1818 }
2062 } 1819 }
2063 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1821 drain_rod_charge (item);
2066 }
2067 } 1822 }
2068} 1823}
2069 1824
2070/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2071 */ 1826 */
2076 1831
2077 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2079 make_visible (op); 1834 make_visible (op);
2080 1835
2081 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2082 { 1839 {
2083 case range_none: 1840 control_golem (op->contr->golem, dir);
2084 return; 1841 return;
1842 }
2085 1843
2086 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2087 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2088 return; 1853 break;
2089 1854
2090 case range_magic: /* Casting spells */ 1855 case SPELL:
2091 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2092 return; 1857 break;
2093 1858
2094 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2095 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2096 return; 1870 break;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 } 1871 }
2124} 1872}
2125
2126
2127 1873
2128/* find_key 1874/* find_key
2129 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
2130 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1879 * pl is the player,
2134 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2137 */ 1883 */
2138
2139object * 1884object *
2140find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2141{ 1886{
2142 object *tmp, *key; 1887 object *tmp, *key;
2143 1888
2144 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1890 if (!container->inv)
2146 return NULL; 1891 return 0;
2147 1892
2148 /* First, lets try to find a key in the top level inventory */ 1893 /* First, lets try to find a key in the top level inventory */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1895 {
2151 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1897 break;
2153 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2155 */ 1900 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1902 break;
2158 } 1903 }
1904
2159 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2160 /* If we find and use a key in an inventory, return at that time. 1906 /* If we find and use a key in an inventory, return at that time.
2161 * otherwise, if we search all the inventories and still don't find 1907 * otherwise, if we search all the inventories and still don't find
2162 * a key, return 1908 * a key, return
2163 */ 1909 */
2164 if (!tmp) 1910 if (!tmp)
2165 { 1911 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1913 {
2168 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1916 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2172 return key; 1918 return key;
2173 } 1919 }
2174 } 1920 }
1921
2175 if (!tmp) 1922 if (!tmp)
2176 return NULL; 1923 return NULL;
2177 } 1924 }
1925
2178 /* We get down here if we have found a key. Now if its in a container, 1926 /* We get down here if we have found a key. Now if its in a container,
2179 * see if we actually want to use it 1927 * see if we actually want to use it
2180 */ 1928 */
2181 if (pl != container) 1929 if (pl != container)
2182 { 1930 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1953 return NULL;
2206 } 1954 }
2207 } 1955 }
1956
2208 return tmp; 1957 return tmp;
2209} 1958}
2210 1959
2211/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2226 if (key) 1975 if (key)
2227 { 1976 {
2228 object *container = key->env; 1977 object *container = key->env;
2229 1978
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
2231 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2232 make_visible (op); 1982 make_visible (op);
1983
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2235 if (door->type == DOOR) 1987 if (door->type == DOOR)
2236 {
2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2240 { 1990 {
2241 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2242 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1993 }
1994
2244 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2247 if (container != op) 1998 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2249 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2250 } 2002 }
2251 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2252 { 2004 {
2253 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1; 2007 return 1;
2256 } 2008 }
2009
2257 return 0; 2010 return 0;
2258} 2011}
2259 2012
2260/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2265 */ 2018 */
2266void 2019void
2267move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2268{ 2021{
2269 object *tmp, *mon; 2022 object *tmp, *mon;
2270 sint16 nx, ny;
2271 int on_battleground; 2023 int on_battleground;
2272 maptile *m; 2024 maptile *m;
2273 2025
2274 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2276 2028
2277 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2278 2030
2279 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2280 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2287 */ 2039 */
2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2289 { 2041 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 { 2043 {
2292 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2293 if (!m) 2045 if (!m)
2294 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2295 } 2047 }
2296 else 2048 else
2297 m = op->map; 2049 m = op->map;
2298 2050
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return; 2052 return;
2303 }
2304 2053
2305 mon = 0; 2054 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2307 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2308 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2111 {
2363 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced) 2113 if (op->contr->braced)
2365 return; 2114 return;
2115
2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2367 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2119 make_visible (op);
2120
2370 return; 2121 return;
2371 } 2122 }
2372 2123
2373 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2388 !on_battleground)) 2139 !on_battleground))
2389 { 2140 {
2390 if (!op->contr->braced) 2141 if (!op->contr->braced)
2391 { 2142 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2393 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2394 } 2145 }
2395 else 2146 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2397 2148
2398 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2413 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2414 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2415 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2416 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2168 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2171 {
2422
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2429 {
2430 op->speed_left += op->speed / op->contr->weapon_sp;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434 2173
2435 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2436 2175
2437 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2438 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2457int 2196int
2458move_player (object *op, int dir) 2197move_player (object *op, int dir)
2459{ 2198{
2460 int pick; 2199 int pick;
2461 2200
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2202 return 0;
2464 2203
2465 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2467 { 2206 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2208 return 0;
2470 } 2209 }
2471 2210
2472 /* peterm: added following line */ 2211 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2214
2476 op->facing = dir; 2215 op->facing = dir;
2477 2216
2478 if (op->hide) 2217 if (op->hide)
2479 do_hidden_move (op); 2218 do_hidden_move (op);
2512 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2513 */ 2252 */
2514int 2253int
2515handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2516{ 2255{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2257 {
2539 flee_player (op); 2258 flee_player (op);
2259
2540 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2542 { 2262 {
2543 op->speed_left--; 2263 --op->speed_left;
2544 return 0; 2264 return 0;
2545 } 2265 }
2546 } 2266 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2267
2556 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2557 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2270 * called, so we recheck it here.
2559 */ 2271 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0; 2273 return 1;
2566 2274
2275 if (op->speed_left > 0.f)
2276 {
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 { 2278 {
2569 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--; 2280 --op->speed_left;
2571 2281
2572 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2575 */ 2285 */
2576 move_player (op, op->direction); 2286 move_player (op, op->direction);
2577 if (op->speed_left > 0) 2287
2578 return 1; 2288 return op->speed_left > 0.f;
2579 else 2289 }
2580 return 0;
2581 } 2290 }
2582 2291
2583 return 0; 2292 return 0;
2584} 2293}
2585 2294
2605 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2606 2315
2607 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2608 op->stats.food = 999; 2317 op->stats.food = 999;
2609 2318
2610 fix_player (op); 2319 op->update_stats ();
2611 return 1; 2320 return 1;
2612 } 2321 }
2613 2322
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 * from. 2332 * from.
2624 */ 2333 */
2625void 2334void
2626remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2627{ 2336{
2628 object *next;
2629
2630 while (op) 2337 while (op)
2631 { 2338 {
2632 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2633 * we remove object 'op' 2340
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2342 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2643 } 2347 }
2644 else if (op->inv) 2348 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2646 2350
2647 op = next; 2351 op = next;
2648 } 2352 }
2649} 2353}
2650
2651 2354
2652/* 2355/*
2653 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2393 strcat (buf2, buf);
2691 2394
2692 return buf2; 2395 return buf2;
2693} 2396}
2694
2695
2696 2397
2697void 2398void
2698do_some_living (object *op) 2399do_some_living (object *op)
2699{ 2400{
2700 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2407 int rate_grace = 2000;
2707 const int max_hp = 1; 2408 const int max_hp = 1;
2708 const int max_sp = 1; 2409 const int max_sp = 1;
2709 const int max_grace = 1; 2410 const int max_grace = 1;
2710 2411
2711 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2712 { 2421 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2423 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2716 } 2429 }
2717 2430
2718 if (op->contr->ns->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2719 { 2432 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2437 else
2726 { 2438 {
2727 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2441 }
2442
2730 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2445 else
2733 { 2446 {
2734 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2449 }
2450
2737 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2453 else
2740 { 2454 {
2741 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2457 }
2744 2458
2745 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2747 { 2461 {
2748 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2749 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2750 { 2464 {
2751 op->stats.sp++; 2465 op->stats.sp++;
2757 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food; 2473 op->stats.food = last_food;
2760 } 2474 }
2761 } 2475 }
2476
2762 if (max_sp > 1) 2477 if (max_sp > 1)
2763 { 2478 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2480 if (over_sp > 0)
2766 { 2481 {
2767 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2768 { 2483 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--; 2487 op->stats.sp--;
2488
2772 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2774 } 2491 }
2775 op->last_sp = 0; 2492 op->last_sp = 0;
2776 } 2493 }
2777 else 2494 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 } 2496 }
2782 else 2497 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 } 2499 }
2787 2500
2788 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2791 { 2504 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2794 if (max_grace > 1) 2508 if (max_grace > 1)
2795 { 2509 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2511 if (over_grace > 0)
2798 { 2512 {
2826 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2827 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828 op->stats.food = last_food; 2542 op->stats.food = last_food;
2829 } 2543 }
2830 } 2544 }
2545
2831 if (max_hp > 1) 2546 if (max_hp > 1)
2832 { 2547 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2549 if (over_hp > 0)
2835 { 2550 {
2859 2574
2860 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2862 else 2577 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2864 /* dms do not consume food */ 2580 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2582 op->stats.food--;
2867 } 2583 }
2868 }
2869 2584
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2586 {
2872 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2873 2588
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2590 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2598 break;
2884 } 2599 }
2885 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2886 flesh = tmp; 2601 flesh = tmp;
2887 } /* End if paid for object */ 2602 } /* End if paid for object */
2888 } /* end of for loop */ 2603 } /* end of for loop */
2604
2889 /* If player is still starving, it means they don't have any food, so 2605 /* If player is still starving, it means they don't have any food, so
2890 * eat flesh instead. 2606 * eat flesh instead.
2891 */ 2607 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2609 {
2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2895 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2896 } 2612 }
2897 } /* end if player is starving */ 2613 }
2898 2614
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2901 2617
2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2903 kill_player (op); 2619 kill_player (op);
2620 }
2904} 2621}
2905
2906
2907 2622
2908/* If the player should die (lack of hp, food, etc), we call this. 2623/* If the player should die (lack of hp, food, etc), we call this.
2909 * op is the player in jeopardy. If the player can not be saved (not 2624 * op is the player in jeopardy. If the player can not be saved (not
2910 * permadeath, no lifesave), this will take care of removing the player 2625 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2626 * file.
2941 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943 2658
2944 /* restore player */ 2659 /* restore player */
2945 at = archetype::find ("poisoning"); 2660 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2662 {
2949 tmp->destroy (); 2663 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2665 }
2952 2666
2953 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2669 {
2957 tmp->destroy (); 2670 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2672 }
2960 2673
2962 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2677 op->stats.food = 999;
2965 2678
2966 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2681 {
2970 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2683 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2973 " the %s, when he was defeated at\n level %d by %s.\n", 2685 " the %s, when he was defeated at\n level %d by %s.\n",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2687 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2691 }
2981 2692
2982 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2695 op->contr->braced = 0;
2989 2700
2990 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2991 2702
2992 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2993 { 2704 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
3003 } 2707 }
3004 else 2708 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
3014 } 2710
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2712
3017 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3018 x = op->x; 2714 x = op->x;
3019 y = op->y; 2715 y = op->y;
3020 map = op->map; 2716 map = op->map;
3021 2717
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat. 2719 * life if they are dead - it takes some exp and a random stat.
3027 * See the config.h file for a little more in depth detail about this. 2720 * See the config.h file for a little more in depth detail about this.
3028 */ 2721 */
3029 2722
3030 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2725 * of death.
3033 */ 2726 */
3034#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3036 { 2729 {
3037 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer 2731 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */ 2732 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2735 little bit harder. */
3043 /* GD */ 2736 /* GD */
3044 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2738 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2739 else
3050 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3051 num_stats_lose = 1; 2743 num_stats_lose = 1;
3052 } 2744
3053 lost_a_stat = 0; 2745 lost_a_stat = 0;
3054 2746
3055 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3056 { 2748 {
3057 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3058 2750
3059 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
2752 {
2753 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost.
2755 */
2756 change_attr_value (&(op->stats), i, -1);
2757 check_stat_bounds (&(op->stats));
2758 change_attr_value (&(op->contr->orig_stats), i, -1);
2759 check_stat_bounds (&(op->contr->orig_stats));
2760 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2761 lost_a_stat = 1;
2762 }
2763 else
2764 {
2765 /* deplete a stat */
2766 archetype *deparch = archetype::find ("depletion");
2767 object *dep;
2768
2769 dep = present_arch_in_ob (deparch, op);
2770 if (!dep)
3060 { 2771 {
3061 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3062 * what he lost. 2773 insert_ob_in_ob (dep, op);
3063 */
3064 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1;
3070 } 2774 }
3071 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3072 { 2777 {
3073 /* deplete a stat */ 2778 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3075 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3076 2781 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2782 {
3080 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3082 } 2785
3083 lose_this_stat = 1; 2786 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0) 2787 if (keep_chance < 1)
2788 keep_chance = 1;
2789
2790 /* There is a maximum depletion total per level. */
2791 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3090 { 2792 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2793 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2795 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2796 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2797 else
3125 if (this_stat >= -50)
3126 { 2798 {
3127 change_attr_value (&(dep->stats), i, -1); 2799 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 lost_a_stat = 1; 2800 lose_this_stat = 0;
2801 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2802 this_stat, keep_chance, loss_chance,
2803 lose_this_stat?"LOSE":"KEEP"); */
3132 } 2804 }
3133 } 2805 }
3134 } 2806 }
2807
2808 if (lose_this_stat)
2809 {
2810 this_stat = get_attr_value (&(dep->stats), i);
2811 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a
2815 * difference.
2816 */
2817 if (this_stat >= -50)
2818 {
2819 change_attr_value (&(dep->stats), i, -1);
2820 SET_FLAG (dep, FLAG_APPLIED);
2821 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2822 op->update_stats ();
2823 lost_a_stat = 1;
2824 }
3135 } 2825 }
2826 }
2827 }
3136 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2829 if (!lost_a_stat)
3138 { 2830 {
3139 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3142 2834
3143 if (god && (strcmp (god, "none"))) 2835 if (god && (strcmp (god, "none")))
3144 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3145 else 2837 else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3147 } 2839 }
3148#else 2840#else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3150#endif 2842#endif
3151 2843
3152 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2845 * exp loss on the stone.
3154 */ 2846 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2849 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2851 tmp->name_pl = buf;
3160 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2852 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3161 tmp->msg = buf; 2853 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2856
3165 /**************************************/ 2857 /**************************************/
3166 /* */ 2858 /* */
3167 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3170 /* */ 2862 /* */
3171 /**************************************/ 2863 /**************************************/
3172 2864
3173 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2866 /* restore player */
3175 at = archetype::find ("poisoning"); 2867 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
3177 2869
3178 if (tmp) 2870 if (tmp)
3179 { 2871 {
3180 tmp->destroy (); 2872 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2874 }
3183 2875
3184 at = archetype::find ("confusion"); 2876 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2878 if (tmp)
3187 { 2879 {
3188 tmp->destroy (); 2880 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2882 }
3191 2883
3192 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3193 2885
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3197 op->stats.food = 900; 2889 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2893
3202 /* 2894 /*
3203 * Check to see if the player is in a shop. IF so, then check to see if 2895 * Check to see if the player has any unpaid items. If so, remove them
3204 * the player has any unpaid items. If so, remove them and put them back 2896 * and put them back in the map.
3205 * in the map. 2897 */
3206 */
3207
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3210 2899
3211 /****************************************/ 2900 /****************************************/
3212 /* */ 2901 /* */
3213 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3215 /* */ 2904 /* */
3216 /****************************************/ 2905 /****************************************/
3217 2906
3218 enter_player_savebed (op); 2907 enter_player_savebed (op);
3219 2908
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2909 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2910
3226 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2914 * on the space that might harm the player.
3230 */ 2915 */
3231 will_kill_again = 0; 2916 will_kill_again = 0;
3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2917 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3235 2920
3236 if (will_kill_again) 2921 if (will_kill_again)
3237 { 2922 {
3238 object *force; 2923 object *force;
3239 int at; 2924 int at;
3240 2925
3241 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2928 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2933 force->resist[at] = 100;
3249 2934
3250 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3251 fix_player (op); 2936 op->update_stats ();
3252 2937
3253 } 2938 }
3254 2939
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2941}
3324
3325 2942
3326void 2943void
3327loot_object (object *op) 2944loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3330 2947
3331 if (op->container) 2948 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2949
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3337 { 2951 {
3338 next = tmp->below; 2952 next = tmp->below;
2953
3339 if (tmp->invisible) 2954 if (tmp->invisible)
3340 continue; 2955 continue;
2956
3341 tmp->remove (); 2957 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3343 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2962
3346 }
3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3348 { 2964 {
3349 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3350 { 2966 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy (); 2968 tmp2->destroy ();
3363/* 2979/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3365 * what needs to be fixed. Refresh windows and fix speed if anything 2981 * what needs to be fixed. Refresh windows and fix speed if anything
3366 * was changed. 2982 * was changed.
3367 */ 2983 */
3368
3369void 2984void
3370fix_weight (void) 2985fix_weight (void)
3371{ 2986{
3372 player *pl; 2987 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2988 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 2990
3378 if (old == sum) 2991 if (old == sum)
3379 continue; 2992 continue;
3380 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3382 } 2995 }
3383} 2996}
3384 2997
3385void 2998void
3386fix_luck (void) 2999fix_luck (void)
3387{ 3000{
3388 player *pl; 3001 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 3002 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3393} 3004}
3394
3395 3005
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3399 */ 3009 */
3400
3401void 3010void
3402cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3403{ 3012{
3404 object *skop, *spob; 3013 object *skop, *spob;
3405 3014
3439 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3440 { 3049 {
3441 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3443 } 3052 }
3053
3444 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3445} 3055}
3446 3056
3447int 3057int
3448is_true_undead (object *op) 3058is_true_undead (object *op)
3449{ 3059{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1; 3061 return 1;
3454 3062
3455 return 0; 3063 return 0;
3456} 3064}
3515 3123
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3125
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3126 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3522 { 3129 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3131 make_visible (op);
3525 return; 3132 return;
3526 } 3133 }
3527 else 3134 else
3528 num += 20; 3135 num += 20;
3529 } 3136
3530 num += op->map->difficulty; 3137 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3139 num -= hide;
3140
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3142 {
3535 make_visible (op); 3143 make_visible (op);
3536 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3146 }
3539 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3149}
3544 3150
3545/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3546 3152
3547int 3153int
3614 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3615 { 3221 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3223 return -1;
3618 } 3224 }
3225
3619 if (!pl || !op) 3226 if (!pl || !op)
3620 return 0; 3227 return 0;
3621 3228
3622 if (op->head)
3623 {
3624 op = op->head; 3229 op = op->head_ ();
3625 } 3230
3626 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3627 3232
3628 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3234 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3353 int i = 0, j = 0;
3749 3354
3750 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3759 3364
3760 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3761 return; 3366 return;
3762 3367
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3369
3765 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3766 { 3371 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3373 return;
3769 } 3374 }
3770 3375
3895 * not readied. 3500 * not readied.
3896 */ 3501 */
3897void 3502void
3898player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3899{ 3504{
3900 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3901 3507
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3903 { 3509 pl->combat_ob = 0;
3510
3904 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3905 { 3512 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 3513}
3514
3515sint8
3516player::visibility_at (maptile *map, int x, int y) const
3517{
3518 if (!ns)
3519 return 0;
3520
3521 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0;
3524
3525 x += dx - ns->current_x + ns->mapx / 2;
3526 y += dy - ns->current_y + ns->mapy / 2;
3527
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y];
3532}

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