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Comparing deliantra/server/server/player.C (file contents):
Revision 1.50 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 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 != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187} 150}
188 151
189int 152float
190playername_ok (const char *cp) 153player::weapon_speed () const
191{ 154{
192 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 156}
296 157
297/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
298static void 159static void
299set_first_map (object *op) 160set_first_map (object *op)
300{ 161{
301 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
302 op->x = -1; 163 op->x = -1;
303 op->y = -1; 164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 175 ob->enter_exit (tmp);
305}
306 176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
307/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
309 * mode. 377 * mode.
310 */ 378 */
311 379player *
312int 380player::create ()
313add_player (client *ns)
314{ 381{
315 player *p = new player; 382 player *pl = new player;
316 383
317 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 385
320 p->next = first_player; 386 pl->ob->roll_stats ();
321 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
322 389
323 p = get_player (p);
324
325 set_first_map (p->ob); 390 set_first_map (pl->ob);
326 391
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 392 return pl;
335} 393}
336 394
337/* 395/*
338 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
364 422
365object * 423object *
366get_nearest_player (object *mon) 424get_nearest_player (object *mon)
367{ 425{
368 object *op = NULL; 426 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 427 objectlink *ol;
371 unsigned lastdist; 428 unsigned lastdist;
372 rv_vector rv; 429 rv_vector rv;
373 430
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 432 {
376 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 440 object *tmp = ol->ob;
384 441
385 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 443 * itself will have been cleared.
387 */ 444 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
389 ol = ol->next; 447 ol = ol->next;
390 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
391 if (!ol) 449 if (!ol)
392 return op; 450 return op;
393 } 451 }
406 { 464 {
407 op = ol->ob; 465 op = ol->ob;
408 lastdist = rv.distance; 466 lastdist = rv.distance;
409 } 467 }
410 } 468 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 469
412 { 470 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
417 { 473 {
418 op = pl->ob; 474 op = pl->ob;
419 lastdist = rv.distance; 475 lastdist = rv.distance;
420 } 476 }
421 } 477
422 }
423#if 0 478#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 480#endif
426 return op; 481 return op;
427} 482}
445 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 502 * is probably not a good thing.
448 */ 503 */
449#define MAX_SPACES 50 504#define MAX_SPACES 50
450
451 505
452/* 506/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 540 x = mon->x;
487 y = mon->y; 541 y = mon->y;
488 m = mon->map; 542 m = mon->map;
489 dir = rv.direction; 543 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
492 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 548 if (diff > max)
494 return 0; 549 return 0;
550
495 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
496 { 552 {
497 lastx = x; 553 lastx = x;
498 lasty = y; 554 lasty = y;
499 lastmap = m; 555 lastmap = m;
581 max--; 637 max--;
582 lastdir = dir; 638 lastdir = dir;
583 if (!firstdir) 639 if (!firstdir)
584 firstdir = dir; 640 firstdir = dir;
585 } 641 }
642
586 if (diff <= 1) 643 if (diff <= 1)
587 { 644 {
588 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 646 * headed toward player for entire distance.
590 */ 647 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 650 }
651
594 if (diff > max) 652 if (diff > max)
595 return 0; 653 return 0;
596 } 654 }
655
597 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
598 if (!max) 657 if (!max)
599 return 0; 658 return 0;
600 659
601 return firstdir; 660 return firstdir;
694 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
695 link_player_skills (pl); 754 link_player_skills (pl);
696} 755}
697 756
698void 757void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
783{ 759{
784 if (party == NULL) 760 if (party == NULL)
785 { 761 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 763 return;
788 } 764 }
765
789 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 770}
794
795 771
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 773static int
798roll_stat (void) 774roll_stat (void)
799{ 775{
800 int a[4], i, j, k; 776 int a[4], i, j, k;
801 777
802 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
804 780
805 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 782 if (a[i] < k)
807 k = a[i], j = i; 783 k = a[i], j = i;
808 784
809 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 786 if (i != j)
812 k += a[i]; 787 k += a[i];
813 } 788
814 return k; 789 return k;
815} 790}
816 791
817void 792void
818roll_stats (object *op) 793object::roll_stats ()
819{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
820 int sum = 0; 799 int sum = 0;
821 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
823 802
824 do 803 if (sum >= 82 && sum <= 116)
804 break;
825 { 805 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 806
837 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 809
846 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
847 do 811 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 812
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 813 stats.exp = 0;
882 op->stats.ac = 0; 814 stats.ac = 0;
883 815
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
892 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
893} 828}
894 829
895void 830void
896Roll_Again (object *op) 831object::swap_stats (int a, int b)
897{ 832{
898 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 834
903void 835 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
905{ 862{
906 signed char tmp;
907 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
908 864
909 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 869}
1024 870
1025/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1029 * not the class. 875 * not the class.
1030 */ 876 */
1031 877void
1032int 878player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 879{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 882
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 884 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1053 886
1054 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1056 889
1057 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1058 891
1059 if (op->msg) 892 if (ob->msg)
1060 op->msg = NULL; 893 ob->msg = 0;
1061 894
1062 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1063 * to save here. 896 * to save here.
1064 */ 897 */
898 {
899 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1067 903
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 904 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 907 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1076 fix_player (op); 909 ob->update_stats ();
1077 910
1078 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1079 * is one for this race 912 * is one for this race
1080 */ 913 */
1081 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1082 { 915 {
1083 object *tmp; 916 object *tmp;
1084 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1085 918
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 920 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1093 * default initial map */ 926 * default initial map */
1094 tmp->destroy (); 927 tmp->destroy ();
1095 } 928 }
1096 else 929 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
1098 932
1099 return 0; 933void
1100 } 934player::chargen_race_next ()
1101 935{
1102 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1104 */ 938 */
1105 939
1106 tmp_loop = 0; 940 do
1107 while (!tmp_loop)
1108 { 941 {
1109 shstr name = op->name; 942 shstr name = ob->name;
1110 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1111 944
1112 remove_statbonus (op); 945 ob->remove_statbonus ();
1113 op->remove (); 946 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 949 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1119 op->x = x; 952 ob->x = x;
1120 op->y = y; 953 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 957 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 958 }
959 while (!allowed_class (ob));
1127 960
1128 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 963 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 966 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 967}
1190 968
1191void 969void
1192flee_player (object *op) 970flee_player (object *op)
1193{ 971{
1240 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1020 op->enemy = NULL;
1243} 1021}
1244 1022
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1025 * stop.
1249 */ 1026 */
1250int 1027int
1251check_pick (object *op) 1028check_pick (object *op)
1252{ 1029{
1253 object *tmp, *next; 1030 object *tmp, *next;
1254 int stop = 0; 1031 int stop = 0;
1255 int j, k, wvratio; 1032 int wvratio;
1256 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1257 1034
1258 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1260 return 1; 1037 return 1;
1261 1038
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1109 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1114 }
1115
1366 /* philosophy: 1116 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1121 * example.
1372 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1375 * found object is returned.
1626 */ 1376 */
1627object * 1377object *
1628find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1629{ 1379{
1630 object *tmp = NULL; 1380 object *tmp = 0;
1631 1381
1632 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1636 return op; 1386 return op;
1387
1637 return tmp; 1388 return tmp;
1638} 1389}
1639 1390
1640/* 1391/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1396 */
1646
1647object * 1397object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1399{
1650 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1468 * op = the shooter
1719 * type = bow->race 1469 * type = bow->race
1720 * dir = fire direction 1470 * dir = fire direction
1721 */ 1471 */
1722
1723object * 1472object *
1724pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1725{ 1474{
1726 object *tmp = NULL; 1475 object *tmp = NULL;
1727 maptile *m; 1476 maptile *m;
1792 */ 1541 */
1793int 1542int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1544{
1796 object *left, *bow; 1545 object *left, *bow;
1797 int bowspeed, mflags; 1546 int mflags;
1798 maptile *m; 1547 maptile *m;
1799 1548
1800 if (!dir) 1549 if (!dir)
1801 { 1550 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1552 return 0;
1804 } 1553 }
1805 1554
1806 if (op->type == PLAYER) 1555 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1808 else 1557 else
1809 { 1558 {
1810 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1566 if (!bow)
1818 { 1567 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1569 return 0;
1821 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1822 } 1579 }
1823 1580
1824 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1825 { 1582 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1584 return 0;
1828 } 1585 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1586
1839 if (arrow == NULL) 1587 if (arrow == NULL)
1840 { 1588 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1590 {
1843 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1594 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1848 return 0; 1597 return 0;
1849 } 1598 }
1850 } 1599 }
1851 1600
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1623 return 0;
1875 } 1624 }
1876 1625
1877 arrow->set_owner (op); 1626 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1628 arrow->direction = dir;
1881 arrow->x = sx; 1629
1882 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1667
1884 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1885 { 1669 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1919 } 1677 }
1920 else 1678 else
1921 { 1679 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1680 arrow->level = op->level;
1924 } 1681 arrow->stats.wc -= bow->magic;
1925 1682
1926 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1927 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1928 1688
1929 if (bow->slaying) 1689 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1691
1932 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1695
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1938 1698
1939 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1700 move_arrow (arrow);
1941 1701
1942 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1962{ 1722{
1963 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1964 1724
1965 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1966 { 1726 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1728 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1730 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1732 wcmod = -1;
1733
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1735 }
1975 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1976 { 1737 {
1977 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);
1981 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1743 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1747 }
1988 else 1748 else
1989 { 1749 {
1990 /* Simple case */ 1750 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1752 }
1753
1993 return ret; 1754 return ret;
1994} 1755}
1995
1996 1756
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1999 */ 1759 */
2000void 1760void
2001fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2002{ 1762{
2003 object *item; 1763 object *item = op->contr->ranged_ob;
2004 1764
2005 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2006 { 1766 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1768 return;
2009 } 1769 }
2010 1770
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1771 if (!item->inv)
2013 { 1772 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1774 return;
2016 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2017 if (item->type == WAND) 1780 if (item->type == WAND)
2018 { 1781 {
2019 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2020 { 1783 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2023 return; 1787 return;
2024 } 1788 }
2025 } 1789 }
2026 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2027 { 1791 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1793 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2031 if (item->type == ROD) 1796 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1798 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
2035 return; 1801 return;
2036 } 1802 }
2037 } 1803 }
2038 1804
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1813
2048 if (item->arch) 1814 if (item->arch)
2049 { 1815 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2052 item->speed = 0; 1818 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1819 }
1820
2055 if ((tmp = item->in_player ())) 1821 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1823 }
2058 } 1824 }
2059 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1826 drain_rod_charge (item);
2062 }
2063 } 1827 }
2064} 1828}
2065 1829
2066/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2067 */ 1831 */
2072 1836
2073 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2075 make_visible (op); 1839 make_visible (op);
2076 1840
2077 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2078 { 1844 {
2079 case range_none: 1845 control_golem (op->contr->golem, dir);
2080 return; 1846 return;
1847 }
2081 1848
2082 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2083 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2084 return; 1861 break;
2085 1862
2086 case range_magic: /* Casting spells */ 1863 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1865 break;
2089 1866
2090 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2091 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2092 return; 1877 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1878 }
2120} 1879}
2121
2122
2123 1880
2124/* find_key 1881/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1886 * pl is the player,
2130 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2133 */ 1890 */
2134
2135object * 1891object *
2136find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2137{ 1893{
2138 object *tmp, *key; 1894 object *tmp, *key;
2139 1895
2140 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1897 if (!container->inv)
2142 return NULL; 1898 return 0;
2143 1899
2144 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1902 {
2147 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1904 break;
2149 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2151 */ 1907 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1909 break;
2154 } 1910 }
1911
2155 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1915 * a key, return
2159 */ 1916 */
2160 if (!tmp) 1917 if (!tmp)
2161 { 1918 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1920 {
2164 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1923 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2168 return key; 1925 return key;
2169 } 1926 }
2170 } 1927 }
1928
2171 if (!tmp) 1929 if (!tmp)
2172 return NULL; 1930 return NULL;
2173 } 1931 }
1932
2174 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1934 * see if we actually want to use it
2176 */ 1935 */
2177 if (pl != container) 1936 if (pl != container)
2178 { 1937 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1960 return NULL;
2202 } 1961 }
2203 } 1962 }
1963
2204 return tmp; 1964 return tmp;
2205} 1965}
2206 1966
2207/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2222 if (key) 1982 if (key)
2223 { 1983 {
2224 object *container = key->env; 1984 object *container = key->env;
2225 1985
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2227 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2228 make_visible (op); 1989 make_visible (op);
1990
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2231 if (door->type == DOOR) 1994 if (door->type == DOOR)
2232 {
2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2236 { 1997 {
2237 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2238 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2239 } 2000 }
2001
2240 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2243 if (container != op) 2005 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2245 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2246 } 2009 }
2247 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2248 { 2011 {
2249 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2251 return 1; 2014 return 1;
2252 } 2015 }
2016
2253 return 0; 2017 return 0;
2254} 2018}
2255 2019
2256/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2261 */ 2025 */
2262void 2026void
2263move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2264{ 2028{
2265 object *tmp, *mon; 2029 object *tmp, *mon;
2266 sint16 nx, ny;
2267 int on_battleground; 2030 int on_battleground;
2268 maptile *m; 2031 maptile *m;
2269 2032
2270 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2272 2035
2273 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2274 2037
2275 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2276 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2283 */ 2046 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2285 { 2048 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 { 2050 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2289 if (!m) 2052 if (!m)
2290 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2291 } 2054 }
2292 else 2055 else
2293 m = op->map; 2056 m = op->map;
2294 2057
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 2059 return;
2299 }
2300 2060
2301 mon = 0; 2061 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack. 2063 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters 2064 * if its a door or barrel (can roll) see if there may be monsters
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2118 {
2359 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced) 2120 if (op->contr->braced)
2361 return; 2121 return;
2122
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2126 make_visible (op);
2127
2366 return; 2128 return;
2367 } 2129 }
2368 2130
2369 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2384 !on_battleground)) 2146 !on_battleground))
2385 { 2147 {
2386 if (!op->contr->braced) 2148 if (!op->contr->braced)
2387 { 2149 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2390 } 2152 }
2391 else 2153 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2393 2155
2394 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2409 * Way it works is like this: First, it must have some hit points 2171 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2173 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2175 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2178 {
2418
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2425 { 2180 {
2181 op->contr->has_hit = 1;
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 } 2183 }
2430 2184
2431 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2432 2186
2433 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2453int 2207int
2454move_player (object *op, int dir) 2208move_player (object *op, int dir)
2455{ 2209{
2456 int pick; 2210 int pick;
2457 2211
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2213 return 0;
2460 2214
2461 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2463 { 2217 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2219 return 0;
2466 } 2220 }
2467 2221
2468 /* peterm: added following line */ 2222 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2225
2472 op->facing = dir; 2226 op->facing = dir;
2473 2227
2474 if (op->hide) 2228 if (op->hide)
2475 do_hidden_move (op); 2229 do_hidden_move (op);
2508 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2509 */ 2263 */
2510int 2264int
2511handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2512{ 2266{
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2534 { 2268 {
2535 flee_player (op); 2269 flee_player (op);
2270
2536 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2538 { 2273 {
2539 op->speed_left--; 2274 --op->speed_left;
2540 return 0; 2275 return 0;
2541 } 2276 }
2542 } 2277 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2278
2552 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2281 * called, so we recheck it here.
2555 */ 2282 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2283 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2560 if (op->speed_left < 0)
2561 return 0; 2284 return 1;
2562 2285
2286 if (op->speed_left > 0.f)
2287 {
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 { 2289 {
2565 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--; 2291 --op->speed_left;
2567 2292
2568 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2571 */ 2296 */
2572 move_player (op, op->direction); 2297 move_player (op, op->direction);
2573 if (op->speed_left > 0) 2298
2574 return 1; 2299 return op->speed_left > 0.f;
2575 else 2300 }
2576 return 0;
2577 } 2301 }
2578 2302
2579 return 0; 2303 return 0;
2580} 2304}
2581 2305
2601 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2602 2326
2603 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2604 op->stats.food = 999; 2328 op->stats.food = 999;
2605 2329
2606 fix_player (op); 2330 op->update_stats ();
2607 return 1; 2331 return 1;
2608 } 2332 }
2609 2333
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2619 * from. 2343 * from.
2620 */ 2344 */
2621void 2345void
2622remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2623{ 2347{
2624 object *next;
2625
2626 while (op) 2348 while (op)
2627 { 2349 {
2628 next = op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2351
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2353 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2639 } 2358 }
2640 else if (op->inv) 2359 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2642 2361
2643 op = next; 2362 op = next;
2644 } 2363 }
2645} 2364}
2646
2647 2365
2648/* 2366/*
2649 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2404 strcat (buf2, buf);
2687 2405
2688 return buf2; 2406 return buf2;
2689} 2407}
2690
2691
2692 2408
2693void 2409void
2694do_some_living (object *op) 2410do_some_living (object *op)
2695{ 2411{
2696 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2702 int rate_grace = 2000; 2418 int rate_grace = 2000;
2703 const int max_hp = 1; 2419 const int max_hp = 1;
2704 const int max_sp = 1; 2420 const int max_sp = 1;
2705 const int max_grace = 1; 2421 const int max_grace = 1;
2706 2422
2707 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2424 {
2425 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2432 }
2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2434 {
2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2440 }
2713 2441
2714 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2715 { 2443 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2448 else
2722 { 2449 {
2723 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2452 }
2453
2726 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2456 else
2729 { 2457 {
2730 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2460 }
2461
2733 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2464 else
2736 { 2465 {
2737 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2468 }
2740 2469
2741 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2743 { 2472 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2746 { 2475 {
2747 op->stats.sp++; 2476 op->stats.sp++;
2753 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2484 op->stats.food = last_food;
2756 } 2485 }
2757 } 2486 }
2487
2758 if (max_sp > 1) 2488 if (max_sp > 1)
2759 { 2489 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2491 if (over_sp > 0)
2762 { 2492 {
2763 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2764 { 2494 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2498 op->stats.sp--;
2499
2768 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2770 } 2502 }
2771 op->last_sp = 0; 2503 op->last_sp = 0;
2772 } 2504 }
2773 else 2505 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 } 2507 }
2778 else 2508 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2510 }
2783 2511
2784 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2787 { 2515 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2790 if (max_grace > 1) 2519 if (max_grace > 1)
2791 { 2520 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2522 if (over_grace > 0)
2794 { 2523 {
2822 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2553 op->stats.food = last_food;
2825 } 2554 }
2826 } 2555 }
2556
2827 if (max_hp > 1) 2557 if (max_hp > 1)
2828 { 2558 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2560 if (over_hp > 0)
2831 { 2561 {
2855 2585
2856 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else 2588 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2860 /* dms do not consume food */ 2591 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2593 op->stats.food--;
2863 } 2594 }
2864 }
2865 2595
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2597 {
2868 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2869 2599
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 { 2601 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2609 break;
2880 } 2610 }
2881 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2882 flesh = tmp; 2612 flesh = tmp;
2883 } /* End if paid for object */ 2613 } /* End if paid for object */
2884 } /* end of for loop */ 2614 } /* end of for loop */
2615
2885 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2617 * eat flesh instead.
2887 */ 2618 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2620 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2892 } 2623 }
2893 } /* end if player is starving */ 2624 }
2894 2625
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2897 2628
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2630 kill_player (op);
2631 }
2900} 2632}
2901
2902
2903 2633
2904/* If the player should die (lack of hp, food, etc), we call this. 2634/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2635 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2637 * file.
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2669
2940 /* restore player */ 2670 /* restore player */
2941 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2673 {
2945 tmp->destroy (); 2674 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2676 }
2948 2677
2949 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2680 {
2953 tmp->destroy (); 2681 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2683 }
2956 2684
2958 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2688 op->stats.food = 999;
2961 2689
2962 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2692 {
2966 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2694 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2698 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2974 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2702 }
2977 2703
2978 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2706 op->contr->braced = 0;
2985 2711
2986 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2987 2713
2988 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2989 { 2715 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
2999 } 2718 }
3000 else 2719 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
3010 } 2721
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2723
3013 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3014 x = op->x; 2725 x = op->x;
3015 y = op->y; 2726 y = op->y;
3016 map = op->map; 2727 map = op->map;
3017 2728
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2730 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this. 2731 * See the config.h file for a little more in depth detail about this.
3024 */ 2732 */
3025 2733
3026 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2736 * of death.
3029 */ 2737 */
3030#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3032 { 2740 {
3033 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2743 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2746 little bit harder. */
3039 /* GD */ 2747 /* GD */
3040 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2749 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2750 else
3046 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3047 num_stats_lose = 1; 2754 num_stats_lose = 1;
3048 } 2755
3049 lost_a_stat = 0; 2756 lost_a_stat = 0;
3050 2757
3051 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3052 { 2759 {
3053 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3054 2761
3055 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3056 { 2763 {
3057 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
3058 * what he lost. 2765 * what he lost.
3059 */ 2766 */
3060 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1; 2772 lost_a_stat = 1;
2773 }
2774 else
2775 {
2776 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion");
2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2782 {
2783 dep = arch_to_object (deparch);
2784 insert_ob_in_ob (dep, op);
3066 } 2785 }
3067 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3068 { 2788 {
3069 /* deplete a stat */ 2789 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3071 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3072 2792 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2793 {
3076 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3078 } 2796
3079 lose_this_stat = 1; 2797 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2798 if (keep_chance < 1)
2799 keep_chance = 1;
2800
2801 /* There is a maximum depletion total per level. */
2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2803 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2804 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2806 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2807 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2808 else
3121 if (this_stat >= -50)
3122 { 2809 {
3123 change_attr_value (&(dep->stats), i, -1); 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2815 }
3129 } 2816 }
3130 } 2817 }
2818
2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2822 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a
2826 * difference.
2827 */
2828 if (this_stat >= -50)
2829 {
2830 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats ();
2834 lost_a_stat = 1;
2835 }
3131 } 2836 }
2837 }
2838 }
3132 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2840 if (!lost_a_stat)
3134 { 2841 {
3135 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3138 2845
3139 if (god && (strcmp (god, "none"))) 2846 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2848 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2850 }
3144#else 2851#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2853#endif
3147 2854
3148 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2856 * exp loss on the stone.
3150 */ 2857 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2860 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2862 tmp->name_pl = buf;
3156 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2863 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3157 tmp->msg = buf; 2864 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2867
3161 /**************************************/ 2868 /**************************************/
3162 /* */ 2869 /* */
3163 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3166 /* */ 2873 /* */
3167 /**************************************/ 2874 /**************************************/
3168 2875
3169 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2877 /* restore player */
3171 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
3173 2880
3174 if (tmp) 2881 if (tmp)
3175 { 2882 {
3176 tmp->destroy (); 2883 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2885 }
3179 2886
3180 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2889 if (tmp)
3183 { 2890 {
3184 tmp->destroy (); 2891 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2893 }
3187 2894
3188 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3189 2896
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3193 op->stats.food = 900; 2900 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2904
3198 /* 2905 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2906 * Check to see if the player has any unpaid items. If so, remove them
3200 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3201 * in the map. 2908 */
3202 */
3203
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3206 2910
3207 /****************************************/ 2911 /****************************************/
3208 /* */ 2912 /* */
3209 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3211 /* */ 2915 /* */
3212 /****************************************/ 2916 /****************************************/
3213 2917
3214 enter_player_savebed (op); 2918 enter_player_savebed (op);
3215 2919
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2920 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2921
3222 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2925 * on the space that might harm the player.
3226 */ 2926 */
3227 will_kill_again = 0; 2927 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3231 2931
3232 if (will_kill_again) 2932 if (will_kill_again)
3233 { 2933 {
3234 object *force; 2934 object *force;
3235 int at; 2935 int at;
3236 2936
3237 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2939 force->speed = 0.1f;
3240 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2944 force->resist[at] = 100;
3245 2945
3246 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3247 fix_player (op); 2947 op->update_stats ();
3248 2948
3249 } 2949 }
3250 2950
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2952}
3320
3321 2953
3322void 2954void
3323loot_object (object *op) 2955loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3326 2958
3327 if (op->container) 2959 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2960
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3333 { 2962 {
3334 next = tmp->below; 2963 next = tmp->below;
2964
3335 if (tmp->invisible) 2965 if (tmp->invisible)
3336 continue; 2966 continue;
2967
3337 tmp->remove (); 2968 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3339 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2973
3342 }
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3344 { 2975 {
3345 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3346 { 2977 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy (); 2979 tmp2->destroy ();
3359/* 2990/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3361 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3362 * was changed. 2993 * was changed.
3363 */ 2994 */
3364
3365void 2995void
3366fix_weight (void) 2996fix_weight (void)
3367{ 2997{
3368 player *pl; 2998 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2999 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 3001
3374 if (old == sum) 3002 if (old == sum)
3375 continue; 3003 continue;
3376 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 3006 }
3379} 3007}
3380 3008
3381void 3009void
3382fix_luck (void) 3010fix_luck (void)
3383{ 3011{
3384 player *pl; 3012 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3389} 3015}
3390
3391 3016
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3395 */ 3020 */
3396
3397void 3021void
3398cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3399{ 3023{
3400 object *skop, *spob; 3024 object *skop, *spob;
3401 3025
3435 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3436 { 3060 {
3437 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3439 } 3063 }
3064
3440 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3441} 3066}
3442 3067
3443int 3068int
3444is_true_undead (object *op) 3069is_true_undead (object *op)
3445{ 3070{
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3072 return 1;
3450 3073
3451 return 0; 3074 return 0;
3452} 3075}
3511 3134
3512 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3513 3136
3514 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3515 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3516 {
3517 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3518 { 3140 {
3519 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3520 make_visible (op); 3142 make_visible (op);
3521 return; 3143 return;
3522 } 3144 }
3523 else 3145 else
3524 num += 20; 3146 num += 20;
3525 } 3147
3526 num += op->map->difficulty; 3148 num += op->map->difficulty;
3527 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3528 num -= hide; 3150 num -= hide;
3151
3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 { 3153 {
3531 make_visible (op); 3154 make_visible (op);
3532 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3533 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3534 } 3157 }
3535 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3536 {
3537 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3538 }
3539} 3160}
3540 3161
3541/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3542 3163
3543int 3164int
3610 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3611 { 3232 {
3612 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3613 return -1; 3234 return -1;
3614 } 3235 }
3236
3615 if (!pl || !op) 3237 if (!pl || !op)
3616 return 0; 3238 return 0;
3617 3239
3618 if (op->head)
3619 {
3620 op = op->head; 3240 op = op->head_ ();
3621 } 3241
3622 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3623 3243
3624 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any 3245 * through the object and find if it has any
3626 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3634 3254
3635 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3636 * code, so we need to restrict ourselves to that range of values 3256 * code, so we need to restrict ourselves to that range of values
3637 * for any meaningful values. 3257 * for any meaningful values.
3638 */ 3258 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3641 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3642 return 1; 3262 return 1;
3643 op = op->more; 3263 op = op->more;
3644 } 3264 }
3645 return 0; 3265 return 0;
3646} 3266}
3743 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3744 int i = 0, j = 0; 3364 int i = 0, j = 0;
3745 3365
3746 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3747 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3748 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3749 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3750 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3751 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3752 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3753 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3754 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3755 3375
3756 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3757 return; 3377 return;
3758 3378
3759 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3760 3380
3761 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3762 { 3382 {
3763 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3764 return; 3384 return;
3765 } 3385 }
3766 3386
3832 { 3452 {
3833 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3834 object *skin; 3454 object *skin;
3835 3455
3836 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3837 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3459 ;
3460
3838 if (skin == NULL) 3461 if (!skin)
3839 return; 3462 return;
3840 3463
3841 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 { 3466 {
3888 * not readied. 3511 * not readied.
3889 */ 3512 */
3890void 3513void
3891player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3892{ 3515{
3893 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3894 3518
3895 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3896 { 3520 pl->combat_ob = 0;
3521
3897 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3898 { 3523 pl->ranged_ob = 0;
3899 pl->ranges[i] = NULL;
3900 if (pl->shoottype == i)
3901 {
3902 pl->shoottype = range_none;
3903 }
3904 }
3905 }
3906} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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