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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 2006 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 37
78void 38void
79display_motd (const object *op) 39display_motd (const object *op)
80{ 40{
81 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
155 115
156 news[0] = '\0'; 116 news[0] = '\0';
157 subject[0] = '\0'; 117 subject[0] = '\0';
158 size = 0; 118 size = 0;
159 119
160 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
161 { 121 {
162 if (*buf == '#') 122 if (*buf == '#')
163 continue; 123 continue;
164 124
165 if (*buf == '%') 125 if (*buf == '%')
166 { /* send one news */ 126 { /* send one news */
167 if (size > 0) 127 if (size > 0)
168 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
169 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
170 strip_endline (subject); 131 strip_endline (subject);
171 size = 0; 132 size = 0;
172 news[0] = '\0'; 133 news[0] = '\0';
173 } 134 }
182 size += strlen (buf); 143 size += strlen (buf);
183 } 144 }
184 } 145 }
185 146
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
188 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
189} 150}
190 151
191int 152float
192playername_ok (const char *cp) 153player::weapon_speed () const
193{ 154{
194 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 156}
298 157
299/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
300static void 159static void
301set_first_map (object *op) 160set_first_map (object *op)
302{ 161{
303 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
304 op->x = -1; 163 op->x = -1;
305 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;
306 enter_exit (op, 0); 175 ob->enter_exit (tmp);
307}
308 176
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
309/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
311 * mode. 377 * mode.
312 */ 378 */
313 379player *
314int 380player::create ()
315add_player (client *ns)
316{ 381{
317 player *p = new player; 382 player *pl = new player;
318 383
319 p->ns = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 385
322 p->next = first_player; 386 pl->ob->roll_stats ();
323 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
324 389
325 p = get_player (p);
326
327 set_first_map (p->ob); 390 set_first_map (pl->ob);
328 391
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 392 return pl;
338} 393}
339 394
340/* 395/*
341 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
367 422
368object * 423object *
369get_nearest_player (object *mon) 424get_nearest_player (object *mon)
370{ 425{
371 object *op = NULL; 426 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 427 objectlink *ol;
374 unsigned lastdist; 428 unsigned lastdist;
375 rv_vector rv; 429 rv_vector rv;
376 430
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 432 {
379 /* 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
380 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
386 object *tmp = ol->ob; 440 object *tmp = ol->ob;
387 441
388 /* 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
389 * itself will have been cleared. 443 * itself will have been cleared.
390 */ 444 */
391 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 ());
392 ol = ol->next; 447 ol = ol->next;
393 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
394 if (!ol) 449 if (!ol)
395 return op; 450 return op;
396 } 451 }
409 { 464 {
410 op = ol->ob; 465 op = ol->ob;
411 lastdist = rv.distance; 466 lastdist = rv.distance;
412 } 467 }
413 } 468 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 469
415 { 470 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
420 { 473 {
421 op = pl->ob; 474 op = pl->ob;
422 lastdist = rv.distance; 475 lastdist = rv.distance;
423 } 476 }
424 } 477
425 }
426#if 0 478#if 0
427 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)");
428#endif 480#endif
429 return op; 481 return op;
430} 482}
448 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
449 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 502 * is probably not a good thing.
451 */ 503 */
452#define MAX_SPACES 50 504#define MAX_SPACES 50
453
454 505
455/* 506/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
458 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 540 x = mon->x;
490 y = mon->y; 541 y = mon->y;
491 m = mon->map; 542 m = mon->map;
492 dir = rv.direction; 543 dir = rv.direction;
493 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 */
494 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
495 /* 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. */
496 if (diff > max) 548 if (diff > max)
497 return 0; 549 return 0;
550
498 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
499 { 552 {
500 lastx = x; 553 lastx = x;
501 lasty = y; 554 lasty = y;
502 lastmap = m; 555 lastmap = m;
584 max--; 637 max--;
585 lastdir = dir; 638 lastdir = dir;
586 if (!firstdir) 639 if (!firstdir)
587 firstdir = dir; 640 firstdir = dir;
588 } 641 }
642
589 if (diff <= 1) 643 if (diff <= 1)
590 { 644 {
591 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 646 * headed toward player for entire distance.
593 */ 647 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 650 }
651
597 if (diff > max) 652 if (diff > max)
598 return 0; 653 return 0;
599 } 654 }
655
600 /* 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 */
601 if (!max) 657 if (!max)
602 return 0; 658 return 0;
603 659
604 return firstdir; 660 return firstdir;
697 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
698 link_player_skills (pl); 754 link_player_skills (pl);
699} 755}
700 756
701void 757void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
787{ 759{
788 if (party == NULL) 760 if (party == NULL)
789 { 761 {
790 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);
791 return; 763 return;
792 } 764 }
765
793 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 770}
798 771
799
800/* 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. */
801int 773static int
802roll_stat (void) 774roll_stat (void)
803{ 775{
804 int a[4], i, j, k; 776 int a[4], i, j, k;
805 777
806 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
808 780
809 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 782 if (a[i] < k)
811 k = a[i], j = i; 783 k = a[i], j = i;
812 784
813 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 786 if (i != j)
816 k += a[i]; 787 k += a[i];
817 } 788
818 return k; 789 return k;
819} 790}
820 791
821void 792void
822roll_stats (object *op) 793object::roll_stats ()
823{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
824 int sum = 0; 799 int sum = 0;
825 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
827 802
828 do 803 if (sum >= 82 && sum <= 116)
804 break;
829 { 805 }
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840 806
841 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 809
850 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
851 do 811 stats.stat (i) = statsort [i];
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866 812
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 813 stats.exp = 0;
886 op->stats.ac = 0; 814 stats.ac = 0;
887 815
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
895 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
896 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
897} 828}
898 829
899void 830void
900Roll_Again (object *op) 831object::swap_stats (int a, int b)
901{ 832{
902 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905}
906 834
907void 835 for (int i = 0; i < NUM_STATS; ++i)
908Swap_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)
909{ 862{
910 signed char tmp;
911 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
912 864
913 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 869}
1028 870
1029/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1033 * not the class. 875 * not the class.
1034 */ 876 */
1035 877void
1036int 878player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 879{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1053 882
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 884 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1057 886
1058 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1060 889
1061 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1062 891
1063 if (op->msg) 892 if (ob->msg)
1064 op->msg = NULL; 893 ob->msg = 0;
1065 894
1066 /* 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
1067 * to save here. 896 * to save here.
1068 */ 897 */
898 {
899 char buf[MAX_BUF];
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1070 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1071 903
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 904 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op); 907 link_player_skills (ob);
1079 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1080 fix_player (op); 909 ob->update_stats ();
1081 910
1082 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1083 * is one for this race 912 * is one for this race
1084 */ 913 */
1085 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1086 { 915 {
1087 object *tmp; 916 object *tmp;
1088 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1089 918
1090 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);
1091 tmp = object::create (); 920 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1094 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1095 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;
1096 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1097 * default initial map */ 926 * default initial map */
1098 tmp->destroy (); 927 tmp->destroy ();
1099 } 928 }
1100 else 929 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
1102 932
1103 return 0; 933void
1104 } 934player::chargen_race_next ()
1105 935{
1106 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1108 */ 938 */
1109 939
1110 tmp_loop = 0; 940 do
1111 while (!tmp_loop)
1112 { 941 {
1113 shstr name = op->name; 942 shstr name = ob->name;
1114 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1115 944
1116 remove_statbonus (op); 945 ob->remove_statbonus ();
1117 op->remove (); 946 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1120 op->instantiate (); 949 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1123 op->x = x; 952 ob->x = x;
1124 op->y = y; 953 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1128 add_statbonus (op); 957 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 958 }
959 while (!allowed_class (ob));
1131 960
1132 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 963 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 966 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 967}
1194 968
1195void 969void
1196flee_player (object *op) 970flee_player (object *op)
1197{ 971{
1244 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 1020 op->enemy = NULL;
1247} 1021}
1248 1022
1249
1250/* 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.
1251 * 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
1252 * stop. 1025 * stop.
1253 */ 1026 */
1254int 1027int
1255check_pick (object *op) 1028check_pick (object *op)
1256{ 1029{
1257 object *tmp, *next; 1030 object *tmp, *next;
1258 int stop = 0; 1031 int stop = 0;
1259 int j, k, wvratio; 1032 int wvratio;
1260 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1261 1034
1262 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1264 return 1; 1037 return 1;
1265 1038
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else 1109 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1114 }
1115
1370 /* philosophy: 1116 /* philosophy:
1371 * 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
1372 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1374 * 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
1375 * example. 1121 * example.
1376 * 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
1377 * 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
1378 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1629 * found object is returned. 1375 * found object is returned.
1630 */ 1376 */
1631object * 1377object *
1632find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1633{ 1379{
1634 object *tmp = NULL; 1380 object *tmp = 0;
1635 1381
1636 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1637 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))
1638 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1640 return op; 1386 return op;
1387
1641 return tmp; 1388 return tmp;
1642} 1389}
1643 1390
1644/* 1391/*
1645 * 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
1646 * 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
1647 * 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
1648 * 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.
1649 */ 1396 */
1650
1651object * 1397object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1399{
1654 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1721 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1468 * op = the shooter
1723 * type = bow->race 1469 * type = bow->race
1724 * dir = fire direction 1470 * dir = fire direction
1725 */ 1471 */
1726
1727object * 1472object *
1728pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1729{ 1474{
1730 object *tmp = NULL; 1475 object *tmp = NULL;
1731 maptile *m; 1476 maptile *m;
1796 */ 1541 */
1797int 1542int
1798fire_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)
1799{ 1544{
1800 object *left, *bow; 1545 object *left, *bow;
1801 int bowspeed, mflags; 1546 int mflags;
1802 maptile *m; 1547 maptile *m;
1803 1548
1804 if (!dir) 1549 if (!dir)
1805 { 1550 {
1806 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!");
1807 return 0; 1552 return 0;
1808 } 1553 }
1809 1554
1810 if (op->type == PLAYER) 1555 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1812 else 1557 else
1813 { 1558 {
1814 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1815 /* 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
1816 * 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.
1821 if (!bow) 1566 if (!bow)
1822 { 1567 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1569 return 0;
1825 } 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
1826 } 1579 }
1827 1580
1828 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1829 { 1582 {
1830 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);
1831 return 0; 1584 return 0;
1832 } 1585 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842 1586
1843 if (arrow == NULL) 1587 if (arrow == NULL)
1844 { 1588 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1590 {
1847 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1848 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);
1849 /* 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 */
1850 else 1594 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1852 return 0; 1597 return 0;
1853 } 1598 }
1854 } 1599 }
1855 1600
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1878 return 0; 1623 return 0;
1879 } 1624 }
1880 1625
1881 arrow->set_owner (op); 1626 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1628 arrow->direction = dir;
1885 arrow->x = sx; 1629
1886 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;
1887 1667
1888 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1889 { 1669 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1923 } 1677 }
1924 else 1678 else
1925 { 1679 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1680 arrow->level = op->level;
1928 } 1681 arrow->stats.wc -= bow->magic;
1929 1682
1930 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1931 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1932 1688
1933 if (bow->slaying) 1689 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1691
1936 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1695
1940 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);
1941 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1942 1698
1943 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1700 move_arrow (arrow);
1945 1701
1946 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1966{ 1722{
1967 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1968 1724
1969 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1970 { 1726 {
1971 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);
1972 } 1728 }
1973 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)
1974 { 1730 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1732 wcmod = -1;
1733
1977 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);
1978 } 1735 }
1979 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1980 { 1737 {
1981 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);
1985 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1743 {
1987 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);
1988 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);
1989 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);
1990
1991 } 1747 }
1992 else 1748 else
1993 { 1749 {
1994 /* Simple case */ 1750 /* Simple case */
1995 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);
1996 } 1752 }
1753
1997 return ret; 1754 return ret;
1998} 1755}
1999
2000 1756
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2003 */ 1759 */
2004void 1760void
2005fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2006{ 1762{
2007 object *item; 1763 object *item = op->contr->ranged_ob;
2008 1764
2009 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2010 { 1766 {
2011 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.");
2012 return; 1768 return;
2013 } 1769 }
2014 1770
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1771 if (!item->inv)
2017 { 1772 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1774 return;
2020 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2021 if (item->type == WAND) 1780 if (item->type == WAND)
2022 { 1781 {
2023 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2024 { 1783 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2027 return; 1787 return;
2028 } 1788 }
2029 } 1789 }
2030 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2031 { 1791 {
2032 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))
2033 { 1793 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2035 if (item->type == ROD) 1796 if (item->type == ROD)
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else 1798 else
2038 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
2039 return; 1801 return;
2040 } 1802 }
2041 } 1803 }
2042 1804
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2051 1813
2052 if (item->arch) 1814 if (item->arch)
2053 { 1815 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2056 item->speed = 0; 1818 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1819 }
1820
2059 if ((tmp = item->in_player ())) 1821 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1823 }
2062 } 1824 }
2063 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1826 drain_rod_charge (item);
2066 }
2067 } 1827 }
2068} 1828}
2069 1829
2070/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2071 */ 1831 */
2076 1836
2077 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2079 make_visible (op); 1839 make_visible (op);
2080 1840
2081 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2082 { 1844 {
2083 case range_none: 1845 control_golem (op->contr->golem, dir);
2084 return; 1846 return;
1847 }
2085 1848
2086 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:
2087 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2088 return; 1861 break;
2089 1862
2090 case range_magic: /* Casting spells */ 1863 case SPELL:
2091 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);
2092 return; 1865 break;
2093 1866
2094 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:
2095 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2096 return; 1877 break;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 } 1878 }
2124} 1879}
2125
2126
2127 1880
2128/* find_key 1881/* find_key
2129 * 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
2130 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1886 * pl is the player,
2134 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2137 */ 1890 */
2138
2139object * 1891object *
2140find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2141{ 1893{
2142 object *tmp, *key; 1894 object *tmp, *key;
2143 1895
2144 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1897 if (!container->inv)
2146 return NULL; 1898 return 0;
2147 1899
2148 /* 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 */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1902 {
2151 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1904 break;
2153 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2155 */ 1907 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1909 break;
2158 } 1910 }
1911
2159 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2160 /* 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.
2161 * 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
2162 * a key, return 1915 * a key, return
2163 */ 1916 */
2164 if (!tmp) 1917 if (!tmp)
2165 { 1918 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1920 {
2168 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1923 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2172 return key; 1925 return key;
2173 } 1926 }
2174 } 1927 }
1928
2175 if (!tmp) 1929 if (!tmp)
2176 return NULL; 1930 return NULL;
2177 } 1931 }
1932
2178 /* 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,
2179 * see if we actually want to use it 1934 * see if we actually want to use it
2180 */ 1935 */
2181 if (pl != container) 1936 if (pl != container)
2182 { 1937 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1960 return NULL;
2206 } 1961 }
2207 } 1962 }
1963
2208 return tmp; 1964 return tmp;
2209} 1965}
2210 1966
2211/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2226 if (key) 1982 if (key)
2227 { 1983 {
2228 object *container = key->env; 1984 object *container = key->env;
2229 1985
2230 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
2231 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2232 make_visible (op); 1989 make_visible (op);
1990
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2235 if (door->type == DOOR) 1994 if (door->type == DOOR)
2236 {
2237 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 */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2240 { 1997 {
2241 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));
2242 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2243 } 2000 }
2001
2244 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2247 if (container != op) 2005 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2249 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2250 } 2009 }
2251 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2252 { 2011 {
2253 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1; 2014 return 1;
2256 } 2015 }
2016
2257 return 0; 2017 return 0;
2258} 2018}
2259 2019
2260/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2265 */ 2025 */
2266void 2026void
2267move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2268{ 2028{
2269 object *tmp, *mon; 2029 object *tmp, *mon;
2270 sint16 nx, ny;
2271 int on_battleground; 2030 int on_battleground;
2272 maptile *m; 2031 maptile *m;
2273 2032
2274 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2276 2035
2277 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2278 2037
2279 /* 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
2280 * 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
2287 */ 2046 */
2288 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))
2289 { 2048 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 { 2050 {
2292 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2293 if (!m) 2052 if (!m)
2294 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2295 } 2054 }
2296 else 2055 else
2297 m = op->map; 2056 m = op->map;
2298 2057
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return; 2059 return;
2303 }
2304 2060
2305 mon = 0; 2061 mon = 0;
2306 /* 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
2307 * 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.
2308 * 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
2348 2104
2349 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2350 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2352 */ 2108 */
2353 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2354#if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2358#else
2359 && mon->owner == op 2112 || mon->owner == op)
2360#endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2114 {
2363 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced) 2116 if (op->contr->braced)
2365 return; 2117 return;
2118
2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2367 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2122 make_visible (op);
2123
2370 return; 2124 return;
2371 } 2125 }
2372 2126
2373 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2375 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2376 * attack them either. 2130 * attack them either.
2377 */ 2131 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2379 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 2134 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 2136 && !on_battleground))
2389 { 2137 {
2390 if (!op->contr->braced) 2138 if (!op->contr->braced)
2391 { 2139 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2393 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2394 } 2142 }
2395 else 2143 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2397 2145
2398 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2413 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2414 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2415 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2416 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2165 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2168 {
2422
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit) 2169 if (!op->contr->has_hit)
2429 { 2170 {
2171 op->contr->has_hit = 1;
2430 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 } 2173 }
2434 2174
2435 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2436 2176
2437 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2457int 2197int
2458move_player (object *op, int dir) 2198move_player (object *op, int dir)
2459{ 2199{
2460 int pick; 2200 int pick;
2461 2201
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2203 return 0;
2464 2204
2465 /* Sanity check: make sure dir is valid */ 2205 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2206 if ((dir < 0) || (dir >= 9))
2467 { 2207 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2209 return 0;
2470 } 2210 }
2471 2211
2472 /* peterm: added following line */ 2212 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2215
2476 op->facing = dir; 2216 op->facing = dir;
2477 2217
2478 if (op->hide) 2218 if (op->hide)
2479 do_hidden_move (op); 2219 do_hidden_move (op);
2512 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2513 */ 2253 */
2514int 2254int
2515handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2516{ 2256{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2258 {
2539 flee_player (op); 2259 flee_player (op);
2260
2540 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2542 { 2263 {
2543 op->speed_left--; 2264 --op->speed_left;
2544 return 0; 2265 return 0;
2545 } 2266 }
2546 } 2267 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2268
2556 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2557 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2271 * called, so we recheck it here.
2559 */ 2272 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2273 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0; 2274 return 1;
2566 2275
2276 if (op->speed_left > 0.f)
2277 {
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 { 2279 {
2569 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--; 2281 --op->speed_left;
2571 2282
2572 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2575 */ 2286 */
2576 move_player (op, op->direction); 2287 move_player (op, op->direction);
2577 if (op->speed_left > 0) 2288
2578 return 1; 2289 return op->speed_left > 0.f;
2579 else 2290 }
2580 return 0;
2581 } 2291 }
2582 2292
2583 return 0; 2293 return 0;
2584} 2294}
2585 2295
2605 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2606 2316
2607 if (op->stats.food < 0) 2317 if (op->stats.food < 0)
2608 op->stats.food = 999; 2318 op->stats.food = 999;
2609 2319
2610 fix_player (op); 2320 op->update_stats ();
2611 return 1; 2321 return 1;
2612 } 2322 }
2613 2323
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 * from. 2333 * from.
2624 */ 2334 */
2625void 2335void
2626remove_unpaid_objects (object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2627{ 2337{
2628 object *next;
2629
2630 while (op) 2338 while (op)
2631 { 2339 {
2632 next = op->below; /* Make sure we have a good value, in case 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2633 * we remove object 'op' 2341
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2343 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2346
2347 op->insert_at (env);
2643 } 2348 }
2644 else if (op->inv) 2349 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2350 remove_unpaid_objects (op->inv, env);
2646 2351
2647 op = next; 2352 op = next;
2648 } 2353 }
2649} 2354}
2650
2651 2355
2652/* 2356/*
2653 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2394 strcat (buf2, buf);
2691 2395
2692 return buf2; 2396 return buf2;
2693} 2397}
2694
2695
2696 2398
2697void 2399void
2698do_some_living (object *op) 2400do_some_living (object *op)
2699{ 2401{
2700 int last_food = op->stats.food; 2402 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2408 int rate_grace = 2000;
2707 const int max_hp = 1; 2409 const int max_hp = 1;
2708 const int max_sp = 1; 2410 const int max_sp = 1;
2709 const int max_grace = 1; 2411 const int max_grace = 1;
2710 2412
2711 if (op->contr->outputs_sync) 2413 if (op->contr->hidden)
2414 {
2415 op->invisible = 1000;
2416 /* the socket code flashes the player visible/invisible
2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2712 { 2422 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2424 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2716 } 2430 }
2717 2431
2718 if (op->contr->ns->state == ST_PLAYING) 2432 if (op->contr->ns->state == ST_PLAYING)
2719 { 2433 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2435 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2436 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2438 else
2726 { 2439 {
2727 gen_hp = op->stats.maxhp; 2440 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2442 }
2443
2730 if (op->contr->gen_sp >= 0) 2444 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2446 else
2733 { 2447 {
2734 gen_sp = op->stats.maxsp; 2448 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2450 }
2451
2737 if (op->contr->gen_grace >= 0) 2452 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2454 else
2740 { 2455 {
2741 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2458 }
2744 2459
2745 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2747 { 2462 {
2748 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2749 if (op->stats.sp < op->stats.maxsp) 2464 if (op->stats.sp < op->stats.maxsp)
2750 { 2465 {
2751 op->stats.sp++; 2466 op->stats.sp++;
2757 op->stats.food += op->contr->digestion; 2472 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food; 2474 op->stats.food = last_food;
2760 } 2475 }
2761 } 2476 }
2477
2762 if (max_sp > 1) 2478 if (max_sp > 1)
2763 { 2479 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2480 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2481 if (over_sp > 0)
2766 { 2482 {
2767 if (op->stats.sp < op->stats.maxsp) 2483 if (op->stats.sp < op->stats.maxsp)
2768 { 2484 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--; 2488 op->stats.sp--;
2489
2772 if (op->stats.sp > op->stats.maxsp) 2490 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2491 op->stats.sp = op->stats.maxsp;
2774 } 2492 }
2775 op->last_sp = 0; 2493 op->last_sp = 0;
2776 } 2494 }
2777 else 2495 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 } 2497 }
2782 else 2498 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 } 2500 }
2787 2501
2788 /* Regenerate Grace */ 2502 /* Regenerate Grace */
2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790 if (--op->last_grace < 0) 2504 if (--op->last_grace < 0)
2791 { 2505 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2506 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2794 if (max_grace > 1) 2509 if (max_grace > 1)
2795 { 2510 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2512 if (over_grace > 0)
2798 { 2513 {
2826 op->stats.food += op->contr->digestion; 2541 op->stats.food += op->contr->digestion;
2827 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828 op->stats.food = last_food; 2543 op->stats.food = last_food;
2829 } 2544 }
2830 } 2545 }
2546
2831 if (max_hp > 1) 2547 if (max_hp > 1)
2832 { 2548 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2550 if (over_hp > 0)
2835 { 2551 {
2848 } 2564 }
2849 2565
2850 /* Digestion */ 2566 /* Digestion */
2851 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2852 { 2568 {
2853#ifdef COZY_SERVER
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856#else
2857 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858#endif
2859 2570
2860 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2862 else 2573 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2864 /* dms do not consume food */ 2576 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2578 op->stats.food--;
2867 } 2579 }
2868 }
2869 2580
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2582 {
2872 object *tmp, *flesh = NULL; 2583 object *tmp, *flesh = 0;
2873 2584
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 { 2586 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2588 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, tmp, 0); 2592 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2594 break;
2884 } 2595 }
2885 else if (tmp->type == FLESH) 2596 else if (tmp->type == FLESH)
2886 flesh = tmp; 2597 flesh = tmp;
2887 } /* End if paid for object */ 2598 } /* End if paid for object */
2888 } /* end of for loop */ 2599 } /* end of for loop */
2600
2889 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2890 * eat flesh instead. 2602 * eat flesh instead.
2891 */ 2603 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2605 {
2894 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.");
2895 manual_apply (op, flesh, 0); 2607 manual_apply (op, flesh, 0);
2896 } 2608 }
2897 } /* end if player is starving */ 2609 }
2898 2610
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2901 2613
2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2903 kill_player (op); 2615 kill_player (op);
2616 }
2904} 2617}
2905
2906
2907 2618
2908/* If the player should die (lack of hp, food, etc), we call this. 2619/* If the player should die (lack of hp, food, etc), we call this.
2909 * op is the player in jeopardy. If the player can not be saved (not 2620 * op is the player in jeopardy. If the player can not be saved (not
2910 * permadeath, no lifesave), this will take care of removing the player 2621 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2622 * file.
2941 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943 2654
2944 /* restore player */ 2655 /* restore player */
2945 at = archetype::find ("poisoning"); 2656 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2658 {
2949 tmp->destroy (); 2659 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2661 }
2952 2662
2953 at = archetype::find ("confusion"); 2663 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2665 {
2957 tmp->destroy (); 2666 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2668 }
2960 2669
2962 op->stats.hp = op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2672 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2673 op->stats.food = 999;
2965 2674
2966 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2677 {
2970 sprintf (buf, "%s's finger", &op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2679 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2973 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2683 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2687 }
2981 2688
2982 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2691 op->contr->braced = 0;
2989 2696
2990 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2991 2698
2992 if (op->stats.food < 0) 2699 if (op->stats.food < 0)
2993 { 2700 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2702 strcpy (op->contr->killer, "starvation");
3003 } 2703 }
3004 else 2704 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name); 2705 sprintf (buf, "%s died.", &op->name);
3014 } 2706
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2708
3017 /* save the map location for corpse, gravestone */ 2709 /* save the map location for corpse, gravestone */
3018 x = op->x; 2710 x = op->x;
3019 y = op->y; 2711 y = op->y;
3020 map = op->map; 2712 map = op->map;
3021 2713
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat. 2715 * life if they are dead - it takes some exp and a random stat.
3027 * See the config.h file for a little more in depth detail about this. 2716 * See the config.h file for a little more in depth detail about this.
3028 */ 2717 */
3029 2718
3030 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2721 * of death.
3033 */ 2722 */
3034#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2724 if (settings.balanced_stat_loss)
3036 { 2725 {
3037 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */ 2728 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2731 little bit harder. */
3043 /* GD */ 2732 /* GD */
3044 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2734 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2735 else
3050 { 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
3051 num_stats_lose = 1; 2739 num_stats_lose = 1;
3052 } 2740
3053 lost_a_stat = 0; 2741 lost_a_stat = 0;
3054 2742
3055 for (z = 0; z < num_stats_lose; z++) 2743 for (z = 0; z < num_stats_lose; z++)
3056 { 2744 {
3057 i = RANDOM () % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
3058 2746
3059 if (settings.stat_loss_on_death) 2747 if (settings.stat_loss_on_death)
3060 { 2748 {
3061 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
3062 * what he lost. 2750 * what he lost.
3063 */ 2751 */
3064 change_attr_value (&(op->stats), i, -1); 2752 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats)); 2753 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1; 2757 lost_a_stat = 1;
2758 }
2759 else
2760 {
2761 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion");
2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2767 {
2768 dep = arch_to_object (deparch);
2769 insert_ob_in_ob (dep, op);
3070 } 2770 }
3071 else 2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
3072 { 2773 {
3073 /* deplete a stat */ 2774 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2775 /* Get the stat that we're about to deplete. */
3075 object *dep; 2776 this_stat = get_attr_value (&(dep->stats), i);
3076 2777 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2778 {
3080 dep = arch_to_object (deparch); 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2780 int keep_chance = this_stat * this_stat;
3082 } 2781
3083 lose_this_stat = 1; 2782 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0) 2783 if (keep_chance < 1)
2784 keep_chance = 1;
2785
2786 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3090 { 2788 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2789 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2791 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2792 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2793 else
3125 if (this_stat >= -50)
3126 { 2794 {
3127 change_attr_value (&(dep->stats), i, -1); 2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 lost_a_stat = 1; 2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
3132 } 2800 }
3133 } 2801 }
3134 } 2802 }
2803
2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2814 {
2815 change_attr_value (&(dep->stats), i, -1);
2816 SET_FLAG (dep, FLAG_APPLIED);
2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2818 op->update_stats ();
2819 lost_a_stat = 1;
2820 }
3135 } 2821 }
2822 }
2823 }
3136 /* If no stat lost, tell the player. */ 2824 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2825 if (!lost_a_stat)
3138 { 2826 {
3139 /* determine_god() seems to not work sometimes... why is this? 2827 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2828 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2829 const char *god = determine_god (op);
3142 2830
3143 if (god && (strcmp (god, "none"))) 2831 if (god && (strcmp (god, "none")))
3144 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3145 else 2833 else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3147 } 2835 }
3148#else 2836#else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3150#endif 2838#endif
3151 2839
3152 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2841 * exp loss on the stone.
3154 */ 2842 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2845 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2847 tmp->name_pl = buf;
3160 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2848 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3161 tmp->msg = buf; 2849 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2850 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2852
3165 /**************************************/ 2853 /**************************************/
3166 /* */ 2854 /* */
3167 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
3170 /* */ 2858 /* */
3171 /**************************************/ 2859 /**************************************/
3172 2860
3173 /* remove any poisoning and confusion the character may be suffering. */ 2861 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2862 /* restore player */
3175 at = archetype::find ("poisoning"); 2863 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2864 tmp = present_arch_in_ob (at, op);
3177 2865
3178 if (tmp) 2866 if (tmp)
3179 { 2867 {
3180 tmp->destroy (); 2868 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2870 }
3183 2871
3184 at = archetype::find ("confusion"); 2872 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2874 if (tmp)
3187 { 2875 {
3188 tmp->destroy (); 2876 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2878 }
3191 2879
3192 cure_disease (op, 0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
3193 2881
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2883 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2884 if (op->stats.food < 100)
3197 op->stats.food = 900; 2885 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2889
3202 /* 2890 /*
3203 * Check to see if the player is in a shop. IF so, then check to see if 2891 * Check to see if the player has any unpaid items. If so, remove them
3204 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
3205 * in the map. 2893 */
3206 */
3207
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
3210 2895
3211 /****************************************/ 2896 /****************************************/
3212 /* */ 2897 /* */
3213 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
3215 /* */ 2900 /* */
3216 /****************************************/ 2901 /****************************************/
3217 2902
3218 enter_player_savebed (op); 2903 enter_player_savebed (op);
3219 2904
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2905 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2906
3226 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2910 * on the space that might harm the player.
3230 */ 2911 */
3231 will_kill_again = 0; 2912 will_kill_again = 0;
3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 if (tmp->type == SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
3235 2916
3236 if (will_kill_again) 2917 if (will_kill_again)
3237 { 2918 {
3238 object *force; 2919 object *force;
3239 int at; 2920 int at;
3240 2921
3241 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2924 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2929 force->resist[at] = 100;
3249 2930
3250 insert_ob_in_ob (force, op); 2931 insert_ob_in_ob (force, op);
3251 fix_player (op); 2932 op->update_stats ();
3252 2933
3253 } 2934 }
3254 2935
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2937}
3324
3325 2938
3326void 2939void
3327loot_object (object *op) 2940loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
3330 2943
3331 if (op->container) 2944 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2945
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
3337 { 2947 {
3338 next = tmp->below; 2948 next = tmp->below;
2949
3339 if (tmp->invisible) 2950 if (tmp->invisible)
3340 continue; 2951 continue;
2952
3341 tmp->remove (); 2953 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
3343 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2958
3346 }
3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3348 { 2960 {
3349 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
3350 { 2962 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy (); 2964 tmp2->destroy ();
3363/* 2975/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3365 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3366 * was changed. 2978 * was changed.
3367 */ 2979 */
3368
3369void 2980void
3370fix_weight (void) 2981fix_weight (void)
3371{ 2982{
3372 player *pl; 2983 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2984 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 2986
3378 if (old == sum) 2987 if (old == sum)
3379 continue; 2988 continue;
3380 fix_player (pl->ob); 2989 pl->ob->update_stats ();
3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3382 } 2991 }
3383} 2992}
3384 2993
3385void 2994void
3386fix_luck (void) 2995fix_luck (void)
3387{ 2996{
3388 player *pl; 2997 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2998 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2999 pl->ob->change_luck (0);
3393} 3000}
3394
3395 3001
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3399 */ 3005 */
3400
3401void 3006void
3402cast_dust (object *op, object *throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3403{ 3008{
3404 object *skop, *spob; 3009 object *skop, *spob;
3405 3010
3439 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3440 { 3045 {
3441 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3443 } 3048 }
3049
3444 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3445} 3051}
3446 3052
3447int 3053int
3448is_true_undead (object *op) 3054is_true_undead (object *op)
3449{ 3055{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1; 3057 return 1;
3454 3058
3455 return 0; 3059 return 0;
3456} 3060}
3515 3119
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3121
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3123 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3124 if (!skop || num >= skop->level)
3522 { 3125 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3127 make_visible (op);
3525 return; 3128 return;
3526 } 3129 }
3527 else 3130 else
3528 num += 20; 3131 num += 20;
3529 } 3132
3530 num += op->map->difficulty; 3133 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3135 num -= hide;
3136
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3138 {
3535 make_visible (op); 3139 make_visible (op);
3536 if (op->type == PLAYER) 3140 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3142 }
3539 else if (op->type == PLAYER && skop) 3143 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3145}
3544 3146
3545/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3546 3148
3547int 3149int
3614 if (pl->type != PLAYER) 3216 if (pl->type != PLAYER)
3615 { 3217 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3219 return -1;
3618 } 3220 }
3221
3619 if (!pl || !op) 3222 if (!pl || !op)
3620 return 0; 3223 return 0;
3621 3224
3622 if (op->head)
3623 {
3624 op = op->head; 3225 op = op->head_ ();
3625 } 3226
3626 get_rangevector (pl, op, &rv, 0x1); 3227 get_rangevector (pl, op, &rv, 0x1);
3627 3228
3628 /* starting with the 'head' part, lets loop 3229 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3230 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3231 * part that is in the los array but isnt on
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3349 int i = 0, j = 0;
3749 3350
3750 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3759 3360
3760 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3761 return; 3362 return;
3762 3363
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3365
3765 if (tr == NULL || tr->item == NULL) 3366 if (!tr || !tr->item)
3766 { 3367 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3369 return;
3769 } 3370 }
3770 3371
3895 * not readied. 3496 * not readied.
3896 */ 3497 */
3897void 3498void
3898player_unready_range_ob (player *pl, object *ob) 3499player_unready_range_ob (player *pl, object *ob)
3899{ 3500{
3900 rangetype i; 3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3901 3503
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3504 if (pl->combat_ob == ob)
3903 { 3505 pl->combat_ob = 0;
3506
3904 if (pl->ranges[i] == ob) 3507 if (pl->ranged_ob == ob)
3905 { 3508 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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