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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 1.139 by root, Fri May 18 01:01:02 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
345 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point.
347 */
348 outputs_sync = 4;
349 outputs_count = 4;
350 unapply = unapply_nochoice;
351
352 savebed_map = first_map_path; /* Init. respawn position */
353
354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
309/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
311 * mode. 385 * mode.
312 */ 386 */
313 387player *
314int 388player::create ()
315add_player (client *ns)
316{ 389{
317 player *p = new player; 390 player *pl = new player;
318 391
319 p->ns = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 393
322 p->next = first_player; 394 pl->ob->roll_stats ();
323 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
324 397
325 p = get_player (p);
326
327 set_first_map (p->ob); 398 set_first_map (pl->ob);
328 399
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; 400 return pl;
338} 401}
339 402
340/* 403/*
341 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
367 430
368object * 431object *
369get_nearest_player (object *mon) 432get_nearest_player (object *mon)
370{ 433{
371 object *op = NULL; 434 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 435 objectlink *ol;
374 unsigned lastdist; 436 unsigned lastdist;
375 rv_vector rv; 437 rv_vector rv;
376 438
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 440 {
379 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
380 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
386 object *tmp = ol->ob; 448 object *tmp = ol->ob;
387 449
388 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
389 * itself will have been cleared. 451 * itself will have been cleared.
390 */ 452 */
391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
392 ol = ol->next; 455 ol = ol->next;
393 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
394 if (!ol) 457 if (!ol)
395 return op; 458 return op;
396 } 459 }
409 { 472 {
410 op = ol->ob; 473 op = ol->ob;
411 lastdist = rv.distance; 474 lastdist = rv.distance;
412 } 475 }
413 } 476 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 477
415 { 478 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
420 { 481 {
421 op = pl->ob; 482 op = pl->ob;
422 lastdist = rv.distance; 483 lastdist = rv.distance;
423 } 484 }
424 } 485
425 }
426#if 0 486#if 0
427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
428#endif 488#endif
429 return op; 489 return op;
430} 490}
448 * circling behaviour. Unfortunately, this function is also used to determined 508 * 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 509 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 510 * is probably not a good thing.
451 */ 511 */
452#define MAX_SPACES 50 512#define MAX_SPACES 50
453
454 513
455/* 514/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * 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 516 * 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 517 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 548 x = mon->x;
490 y = mon->y; 549 y = mon->y;
491 m = mon->map; 550 m = mon->map;
492 dir = rv.direction; 551 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 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); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
495 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
496 if (diff > max) 556 if (diff > max)
497 return 0; 557 return 0;
558
498 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
499 { 560 {
500 lastx = x; 561 lastx = x;
501 lasty = y; 562 lasty = y;
502 lastmap = m; 563 lastmap = m;
584 max--; 645 max--;
585 lastdir = dir; 646 lastdir = dir;
586 if (!firstdir) 647 if (!firstdir)
587 firstdir = dir; 648 firstdir = dir;
588 } 649 }
650
589 if (diff <= 1) 651 if (diff <= 1)
590 { 652 {
591 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 654 * headed toward player for entire distance.
593 */ 655 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 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); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 658 }
659
597 if (diff > max) 660 if (diff > max)
598 return 0; 661 return 0;
599 } 662 }
663
600 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
601 if (!max) 665 if (!max)
602 return 0; 666 return 0;
603 667
604 return firstdir; 668 return firstdir;
697 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
698 link_player_skills (pl); 762 link_player_skills (pl);
699} 763}
700 764
701void 765void
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) 766get_party_password (object *op, partylist *party)
787{ 767{
788 if (party == NULL) 768 if (party == NULL)
789 { 769 {
790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
791 return; 771 return;
792 } 772 }
773
793 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 778}
798 779
799
800/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801int 781static int
802roll_stat (void) 782roll_stat (void)
803{ 783{
804 int a[4], i, j, k; 784 int a[4], i, j, k;
805 785
806 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
808 788
809 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 790 if (a[i] < k)
811 k = a[i], j = i; 791 k = a[i], j = i;
812 792
813 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 794 if (i != j)
816 k += a[i]; 795 k += a[i];
817 } 796
818 return k; 797 return k;
819} 798}
820 799
821void 800void
822roll_stats (object *op) 801object::roll_stats ()
823{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
824 int sum = 0; 807 int sum = 0;
825 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
827 810
828 do 811 if (sum >= 82 && sum <= 116)
812 break;
829 { 813 }
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);
840 814
841 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 816 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;
849 817
850 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
851 do 819 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);
866 820
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; 821 stats.exp = 0;
886 op->stats.ac = 0; 822 stats.ac = 0;
887 823
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; 824 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
895 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
896 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
897} 836}
898 837
899void 838void
900Roll_Again (object *op) 839object::swap_stats (int a, int b)
901{ 840{
902 esrv_new_player (op->contr, 0); 841 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}
906 842
907void 843 for (int i = 0; i < NUM_STATS; ++i)
908Swap_Stat (object *op, int Swap_Second) 844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
854 stats.hp = stats.maxhp;
855 stats.sp = stats.maxsp;
856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
864 contr->orig_stats = stats;
865 }
866}
867
868static void
869start_info (object *op)
909{ 870{
910 signed char tmp;
911 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
912 872
913 if (op->contr->Swap_First == -1) 873 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); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 875 //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); 876 //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} 877}
1028 878
1029/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1033 * not the class. 883 * not the class.
1034 */ 884 */
1035 885void
1036int 886player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 887{
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 */ 888 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1053 890
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 892 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
1057 894
1058 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1060 897
1061 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1062 899
1063 if (op->msg) 900 if (ob->msg)
1064 op->msg = NULL; 901 ob->msg = 0;
1065 902
1066 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
1067 * to save here. 904 * to save here.
1068 */ 905 */
906 {
907 char buf[MAX_BUF];
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1070 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1071 911
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 912 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op); 915 link_player_skills (ob);
1079 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1080 fix_player (op); 917 ob->update_stats ();
1081 918
1082 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1083 * is one for this race 920 * is one for this race
1084 */ 921 */
1085 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1086 { 923 {
1087 object *tmp; 924 object *tmp;
1088 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1089 926
1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1091 tmp = object::create (); 928 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1094 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1095 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1096 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1097 * default initial map */ 934 * default initial map */
1098 tmp->destroy (); 935 tmp->destroy ();
1099 } 936 }
1100 else 937 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
1102 940
1103 return 0; 941void
1104 } 942player::chargen_race_next ()
1105 943{
1106 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1108 */ 946 */
1109 947
1110 tmp_loop = 0; 948 do
1111 while (!tmp_loop)
1112 { 949 {
1113 shstr name = op->name; 950 shstr name = ob->name;
1114 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1115 952
1116 remove_statbonus (op); 953 ob->remove_statbonus ();
1117 op->remove (); 954 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1120 op->instantiate (); 957 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1123 op->x = x; 960 ob->x = x;
1124 op->y = y; 961 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1128 add_statbonus (op); 965 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 966 }
967 while (!allowed_class (ob));
1131 968
1132 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 971 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 974 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} 975}
1194 976
1195void 977void
1196flee_player (object *op) 978flee_player (object *op)
1197{ 979{
1244 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 1028 op->enemy = NULL;
1247} 1029}
1248 1030
1249
1250/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* 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 1032 * It returns 1 if the player should keep on moving, 0 if he should
1252 * stop. 1033 * stop.
1253 */ 1034 */
1254int 1035int
1255check_pick (object *op) 1036check_pick (object *op)
1256{ 1037{
1257 object *tmp, *next; 1038 object *tmp, *next;
1258 int stop = 0; 1039 int stop = 0;
1259 int j, k, wvratio; 1040 int wvratio;
1260 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1261 1042
1262 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1264 return 1; 1045 return 1;
1265 1046
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 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)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else 1117 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 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)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 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 } 1122 }
1123
1370 /* philosophy: 1124 /* philosophy:
1371 * It's easy to grab an item type from a pile, as long as it's 1125 * 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 1126 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1374 * grab-as-you-run type mode that's really useful for arrows for 1128 * grab-as-you-run type mode that's really useful for arrows for
1375 * example. 1129 * example.
1376 * The drawback: right now it has no frontend, so you need to 1130 * 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 1131 * stick the bits you want into a calculator in hex mode and then
1378 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1629 * found object is returned. 1383 * found object is returned.
1630 */ 1384 */
1631object * 1385object *
1632find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1633{ 1387{
1634 object *tmp = NULL; 1388 object *tmp = 0;
1635 1389
1636 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1637 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1640 return op; 1394 return op;
1395
1641 return tmp; 1396 return tmp;
1642} 1397}
1643 1398
1644/* 1399/*
1645 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * 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 1401 * 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 1402 * 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. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1649 */ 1404 */
1650
1651object * 1405object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1407{
1654 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1721 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1476 * op = the shooter
1723 * type = bow->race 1477 * type = bow->race
1724 * dir = fire direction 1478 * dir = fire direction
1725 */ 1479 */
1726
1727object * 1480object *
1728pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1729{ 1482{
1730 object *tmp = NULL; 1483 object *tmp = NULL;
1731 maptile *m; 1484 maptile *m;
1796 */ 1549 */
1797int 1550int
1798fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1799{ 1552{
1800 object *left, *bow; 1553 object *left, *bow;
1801 int bowspeed, mflags; 1554 int mflags;
1802 maptile *m; 1555 maptile *m;
1803 1556
1804 if (!dir) 1557 if (!dir)
1805 { 1558 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1807 return 0; 1560 return 0;
1808 } 1561 }
1809 1562
1810 if (op->type == PLAYER) 1563 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1812 else 1565 else
1813 { 1566 {
1814 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1815 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* 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. 1569 * don't need to switch back and forth between bows and weapons.
1821 if (!bow) 1574 if (!bow)
1822 { 1575 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1577 return 0;
1825 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1826 } 1587 }
1827 1588
1828 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1829 { 1590 {
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1831 return 0; 1592 return 0;
1832 } 1593 }
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 1594
1843 if (arrow == NULL) 1595 if (arrow == NULL)
1844 { 1596 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1598 {
1847 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 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 */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1850 else 1602 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1852 return 0; 1605 return 0;
1853 } 1606 }
1854 } 1607 }
1855 1608
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1878 return 0; 1631 return 0;
1879 } 1632 }
1880 1633
1881 arrow->set_owner (op); 1634 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1636 arrow->direction = dir;
1885 arrow->x = sx; 1637
1886 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1887 1675
1888 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1889 { 1677 {
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; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1923 } 1685 }
1924 else 1686 else
1925 { 1687 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1688 arrow->level = op->level;
1928 } 1689 arrow->stats.wc -= bow->magic;
1929 1690
1930 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1931 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1932 1696
1933 if (bow->slaying) 1697 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1699
1936 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1703
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1941 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1942 1706
1943 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1708 move_arrow (arrow);
1945 1709
1946 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1966{ 1730{
1967 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1968 1732
1969 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1970 { 1734 {
1971 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1972 } 1736 }
1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 { 1738 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1740 wcmod = -1;
1741
1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978 } 1743 }
1979 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1980 { 1745 {
1981 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1985 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1751 {
1987 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 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); 1753 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); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1990
1991 } 1755 }
1992 else 1756 else
1993 { 1757 {
1994 /* Simple case */ 1758 /* Simple case */
1995 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 } 1760 }
1761
1997 return ret; 1762 return ret;
1998} 1763}
1999
2000 1764
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2003 */ 1767 */
2004void 1768void
2005fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2006{ 1770{
2007 object *item; 1771 object *item = op->contr->ranged_ob;
2008 1772
2009 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2010 { 1774 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2012 return; 1776 return;
2013 } 1777 }
2014 1778
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1779 if (!item->inv)
2017 { 1780 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1782 return;
2020 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2021 if (item->type == WAND) 1788 if (item->type == WAND)
2022 { 1789 {
2023 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2024 { 1791 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 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)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2027 return; 1795 return;
2028 } 1796 }
2029 } 1797 }
2030 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2031 { 1799 {
2032 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2033 { 1801 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2035 if (item->type == ROD) 1804 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)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else 1806 else
2038 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
2039 return; 1809 return;
2040 } 1810 }
2041 } 1811 }
2042 1812
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2051 1821
2052 if (item->arch) 1822 if (item->arch)
2053 { 1823 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2056 item->speed = 0; 1826 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1827 }
1828
2059 if ((tmp = item->in_player ())) 1829 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1831 }
2062 } 1832 }
2063 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1834 drain_rod_charge (item);
2066 }
2067 } 1835 }
2068} 1836}
2069 1837
2070/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2071 */ 1839 */
2076 1844
2077 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2079 make_visible (op); 1847 make_visible (op);
2080 1848
2081 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2082 { 1852 {
2083 case range_none: 1853 control_golem (op->contr->golem, dir);
2084 return; 1854 return;
1855 }
2085 1856
2086 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
2087 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2088 return; 1869 break;
2089 1870
2090 case range_magic: /* Casting spells */ 1871 case SPELL:
2091 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2092 return; 1873 break;
2093 1874
2094 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
2095 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2096 return; 1885 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 } 1886 }
2124} 1887}
2125
2126
2127 1888
2128/* find_key 1889/* find_key
2129 * We try to find a key for the door as passed. If we find a key 1890 * 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 1891 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1894 * pl is the player,
2134 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2137 */ 1898 */
2138
2139object * 1899object *
2140find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2141{ 1901{
2142 object *tmp, *key; 1902 object *tmp, *key;
2143 1903
2144 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1905 if (!container->inv)
2146 return NULL; 1906 return 0;
2147 1907
2148 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1910 {
2151 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1912 break;
2153 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2155 */ 1915 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1917 break;
2158 } 1918 }
1919
2159 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2160 /* If we find and use a key in an inventory, return at that time. 1921 /* 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 1922 * otherwise, if we search all the inventories and still don't find
2162 * a key, return 1923 * a key, return
2163 */ 1924 */
2164 if (!tmp) 1925 if (!tmp)
2165 { 1926 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1928 {
2168 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1931 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2172 return key; 1933 return key;
2173 } 1934 }
2174 } 1935 }
1936
2175 if (!tmp) 1937 if (!tmp)
2176 return NULL; 1938 return NULL;
2177 } 1939 }
1940
2178 /* We get down here if we have found a key. Now if its in a container, 1941 /* 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 1942 * see if we actually want to use it
2180 */ 1943 */
2181 if (pl != container) 1944 if (pl != container)
2182 { 1945 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 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)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1968 return NULL;
2206 } 1969 }
2207 } 1970 }
1971
2208 return tmp; 1972 return tmp;
2209} 1973}
2210 1974
2211/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2226 if (key) 1990 if (key)
2227 { 1991 {
2228 object *container = key->env; 1992 object *container = key->env;
2229 1993
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2231 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2232 make_visible (op); 1997 make_visible (op);
1998
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2235 if (door->type == DOOR) 2002 if (door->type == DOOR)
2236 {
2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2238 }
2239 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2240 { 2005 {
2241 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 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 ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2243 } 2008 }
2009
2244 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2247 if (container != op) 2013 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2249 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2250 } 2017 }
2251 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2252 { 2019 {
2253 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1; 2022 return 1;
2256 } 2023 }
2024
2257 return 0; 2025 return 0;
2258} 2026}
2259 2027
2260/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2265 */ 2033 */
2266void 2034void
2267move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2268{ 2036{
2269 object *tmp, *mon; 2037 object *tmp, *mon;
2270 sint16 nx, ny;
2271 int on_battleground; 2038 int on_battleground;
2272 maptile *m; 2039 maptile *m;
2273 2040
2274 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2276 2043
2277 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2278 2045
2279 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * map, attack it. Note order of if statement is important - don't
2287 */ 2054 */
2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2289 { 2056 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 { 2058 {
2292 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2293 if (!m) 2060 if (!m)
2294 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2295 } 2062 }
2296 else 2063 else
2297 m = op->map; 2064 m = op->map;
2298 2065
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2066 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; 2067 return;
2303 }
2304 2068
2305 mon = 0; 2069 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* 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. 2071 * 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 2072 * if its a door or barrel (can roll) see if there may be monsters
2348 2112
2349 /* If the creature is a pet, push it even if the player is not 2113 /* 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 2114 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2352 */ 2116 */
2353 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2354#if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2358#else
2359 && mon->owner == op 2120 || mon->owner == op)
2360#endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2122 {
2363 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced) 2124 if (op->contr->braced)
2365 return; 2125 return;
2126
2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2367 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2130 make_visible (op);
2131
2370 return; 2132 return;
2371 } 2133 }
2372 2134
2373 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2375 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2376 * attack them either. 2138 * attack them either.
2377 */ 2139 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2379 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 2142 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 2144 && !on_battleground))
2389 { 2145 {
2390 if (!op->contr->braced) 2146 if (!op->contr->braced)
2391 { 2147 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2393 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2394 } 2150 }
2395 else 2151 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2397 2153
2398 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2413 * Way it works is like this: First, it must have some hit points 2169 * 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: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2173 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2176 {
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) 2177 if (!op->contr->has_hit)
2429 { 2178 {
2179 op->contr->has_hit = 1;
2430 op->speed_left += op->speed / op->contr->weapon_sp; 2180 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 } 2181 }
2434 2182
2435 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2436 2184
2437 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2457int 2205int
2458move_player (object *op, int dir) 2206move_player (object *op, int dir)
2459{ 2207{
2460 int pick; 2208 int pick;
2461 2209
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2211 return 0;
2464 2212
2465 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2467 { 2215 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2217 return 0;
2470 } 2218 }
2471 2219
2472 /* peterm: added following line */ 2220 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2223
2476 op->facing = dir; 2224 op->facing = dir;
2477 2225
2478 if (op->hide) 2226 if (op->hide)
2479 do_hidden_move (op); 2227 do_hidden_move (op);
2512 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2513 */ 2261 */
2514int 2262int
2515handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2516{ 2264{
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)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2266 {
2539 flee_player (op); 2267 flee_player (op);
2268
2540 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2542 { 2271 {
2543 op->speed_left--; 2272 --op->speed_left;
2544 return 0; 2273 return 0;
2545 } 2274 }
2546 } 2275 }
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 2276
2556 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2557 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2279 * called, so we recheck it here.
2559 */ 2280 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2281 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; 2282 return 1;
2566 2283
2284 if (op->speed_left > 0.f)
2285 {
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 { 2287 {
2569 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--; 2289 --op->speed_left;
2571 2290
2572 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2575 */ 2294 */
2576 move_player (op, op->direction); 2295 move_player (op, op->direction);
2577 if (op->speed_left > 0) 2296
2578 return 1; 2297 return op->speed_left > 0.f;
2579 else 2298 }
2580 return 0;
2581 } 2299 }
2582 2300
2583 return 0; 2301 return 0;
2584} 2302}
2585 2303
2605 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2606 2324
2607 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2608 op->stats.food = 999; 2326 op->stats.food = 999;
2609 2327
2610 fix_player (op); 2328 op->update_stats ();
2611 return 1; 2329 return 1;
2612 } 2330 }
2613 2331
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 * from. 2341 * from.
2624 */ 2342 */
2625void 2343void
2626remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2627{ 2345{
2628 object *next;
2629
2630 while (op) 2346 while (op)
2631 { 2347 {
2632 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2633 * we remove object 'op' 2349
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2351 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2643 } 2356 }
2644 else if (op->inv) 2357 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2646 2359
2647 op = next; 2360 op = next;
2648 } 2361 }
2649} 2362}
2650
2651 2363
2652/* 2364/*
2653 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2402 strcat (buf2, buf);
2691 2403
2692 return buf2; 2404 return buf2;
2693} 2405}
2694
2695
2696 2406
2697void 2407void
2698do_some_living (object *op) 2408do_some_living (object *op)
2699{ 2409{
2700 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2416 int rate_grace = 2000;
2707 const int max_hp = 1; 2417 const int max_hp = 1;
2708 const int max_sp = 1; 2418 const int max_sp = 1;
2709 const int max_grace = 1; 2419 const int max_grace = 1;
2710 2420
2711 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2712 { 2430 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 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) 2432 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2716 } 2438 }
2717 2439
2718 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2719 { 2441 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2446 else
2726 { 2447 {
2727 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2450 }
2451
2730 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2454 else
2733 { 2455 {
2734 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2458 }
2459
2737 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2462 else
2740 { 2463 {
2741 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2466 }
2744 2467
2745 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2747 { 2470 {
2748 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 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) 2472 if (op->stats.sp < op->stats.maxsp)
2750 { 2473 {
2751 op->stats.sp++; 2474 op->stats.sp++;
2757 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food; 2482 op->stats.food = last_food;
2760 } 2483 }
2761 } 2484 }
2485
2762 if (max_sp > 1) 2486 if (max_sp > 1)
2763 { 2487 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2489 if (over_sp > 0)
2766 { 2490 {
2767 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2768 { 2492 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--; 2496 op->stats.sp--;
2497
2772 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2774 } 2500 }
2775 op->last_sp = 0; 2501 op->last_sp = 0;
2776 } 2502 }
2777 else 2503 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 } 2505 }
2782 else 2506 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 } 2508 }
2787 2509
2788 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2791 { 2513 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2794 if (max_grace > 1) 2517 if (max_grace > 1)
2795 { 2518 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2520 if (over_grace > 0)
2798 { 2521 {
2826 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2827 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828 op->stats.food = last_food; 2551 op->stats.food = last_food;
2829 } 2552 }
2830 } 2553 }
2554
2831 if (max_hp > 1) 2555 if (max_hp > 1)
2832 { 2556 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2558 if (over_hp > 0)
2835 { 2559 {
2848 } 2572 }
2849 2573
2850 /* Digestion */ 2574 /* Digestion */
2851 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2852 { 2576 {
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; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858#endif
2859 2578
2860 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2862 else 2581 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2864 /* dms do not consume food */ 2584 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2586 op->stats.food--;
2867 } 2587 }
2868 }
2869 2588
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2590 {
2872 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2873 2592
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 { 2594 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2602 break;
2884 } 2603 }
2885 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2886 flesh = tmp; 2605 flesh = tmp;
2887 } /* End if paid for object */ 2606 } /* End if paid for object */
2888 } /* end of for loop */ 2607 } /* end of for loop */
2608
2889 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2890 * eat flesh instead. 2610 * eat flesh instead.
2891 */ 2611 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2613 {
2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2895 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2896 } 2616 }
2897 } /* end if player is starving */ 2617 }
2898 2618
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2901 2621
2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2903 kill_player (op); 2623 kill_player (op);
2624 }
2904} 2625}
2905
2906
2907 2626
2908/* If the player should die (lack of hp, food, etc), we call this. 2627/* 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 2628 * 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 2629 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2630 * file.
2941 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 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..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943 2662
2944 /* restore player */ 2663 /* restore player */
2945 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2666 {
2949 tmp->destroy (); 2667 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2669 }
2952 2670
2953 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2673 {
2957 tmp->destroy (); 2674 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2676 }
2960 2677
2962 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2681 op->stats.food = 999;
2965 2682
2966 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2685 {
2970 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2687 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2973 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " 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); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2691 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2695 }
2981 2696
2982 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2699 op->contr->braced = 0;
2989 2704
2990 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2991 2706
2992 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2993 { 2708 {
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); 2709 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3003 } 2711 }
3004 else 2712 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); 2713 sprintf (buf, "%s died.", &op->name);
3014 } 2714
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2716
3017 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3018 x = op->x; 2718 x = op->x;
3019 y = op->y; 2719 y = op->y;
3020 map = op->map; 2720 map = op->map;
3021 2721
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat. 2723 * 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. 2724 * See the config.h file for a little more in depth detail about this.
3028 */ 2725 */
3029 2726
3030 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2729 * of death.
3033 */ 2730 */
3034#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3036 { 2733 {
3037 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */ 2736 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2739 little bit harder. */
3043 /* GD */ 2740 /* GD */
3044 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2742 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2743 else
3050 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3051 num_stats_lose = 1; 2747 num_stats_lose = 1;
3052 } 2748
3053 lost_a_stat = 0; 2749 lost_a_stat = 0;
3054 2750
3055 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3056 { 2752 {
3057 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3058 2754
3059 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3060 { 2756 {
3061 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3062 * what he lost. 2758 * what he lost.
3063 */ 2759 */
3064 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3070 } 2778 }
3071 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3072 { 2781 {
3073 /* deplete a stat */ 2782 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3075 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3076 2785 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2786 {
3080 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3082 } 2789
3083 lose_this_stat = 1; 2790 /* 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) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3090 { 2796 {
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; 2797 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2799 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 } 2800 }
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 */ 2801 else
3125 if (this_stat >= -50)
3126 { 2802 {
3127 change_attr_value (&(dep->stats), i, -1); 2803 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; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3132 } 2808 }
3133 } 2809 }
3134 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3135 } 2829 }
2830 }
2831 }
3136 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2833 if (!lost_a_stat)
3138 { 2834 {
3139 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3142 2838
3143 if (god && (strcmp (god, "none"))) 2839 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); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3145 else 2841 else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3147 } 2843 }
3148#else 2844#else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3150#endif 2846#endif
3151 2847
3152 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2849 * exp loss on the stone.
3154 */ 2850 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2853 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2855 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); 2856 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; 2857 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2860
3165 /**************************************/ 2861 /**************************************/
3166 /* */ 2862 /* */
3167 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3170 /* */ 2866 /* */
3171 /**************************************/ 2867 /**************************************/
3172 2868
3173 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2870 /* restore player */
3175 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3177 2873
3178 if (tmp) 2874 if (tmp)
3179 { 2875 {
3180 tmp->destroy (); 2876 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2878 }
3183 2879
3184 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2882 if (tmp)
3187 { 2883 {
3188 tmp->destroy (); 2884 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2886 }
3191 2887
3192 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3193 2889
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3197 op->stats.food = 900; 2893 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2897
3202 /* 2898 /*
3203 * Check to see if the player is in a shop. IF so, then check to see if 2899 * 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 2900 * and put them back in the map.
3205 * in the map. 2901 */
3206 */
3207
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3210 2903
3211 /****************************************/ 2904 /****************************************/
3212 /* */ 2905 /* */
3213 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3215 /* */ 2908 /* */
3216 /****************************************/ 2909 /****************************************/
3217 2910
3218 enter_player_savebed (op); 2911 enter_player_savebed (op);
3219 2912
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2913 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2914
3226 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2918 * on the space that might harm the player.
3230 */ 2919 */
3231 will_kill_again = 0; 2920 will_kill_again = 0;
3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3235 2924
3236 if (will_kill_again) 2925 if (will_kill_again)
3237 { 2926 {
3238 object *force; 2927 object *force;
3239 int at; 2928 int at;
3240 2929
3241 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2932 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2937 force->resist[at] = 100;
3249 2938
3250 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3251 fix_player (op); 2940 op->update_stats ();
3252 2941
3253 } 2942 }
3254 2943
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 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} 2945}
3324
3325 2946
3326void 2947void
3327loot_object (object *op) 2948loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3330 2951
3331 if (op->container) 2952 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2953
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3337 { 2955 {
3338 next = tmp->below; 2956 next = tmp->below;
2957
3339 if (tmp->invisible) 2958 if (tmp->invisible)
3340 continue; 2959 continue;
2960
3341 tmp->remove (); 2961 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3343 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2966
3346 }
3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3348 { 2968 {
3349 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3350 { 2970 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy (); 2972 tmp2->destroy ();
3363/* 2983/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3365 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3366 * was changed. 2986 * was changed.
3367 */ 2987 */
3368
3369void 2988void
3370fix_weight (void) 2989fix_weight (void)
3371{ 2990{
3372 player *pl; 2991 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2992 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 2994
3378 if (old == sum) 2995 if (old == sum)
3379 continue; 2996 continue;
3380 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3382 } 2999 }
3383} 3000}
3384 3001
3385void 3002void
3386fix_luck (void) 3003fix_luck (void)
3387{ 3004{
3388 player *pl; 3005 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 3006 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3393} 3008}
3394
3395 3009
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3399 */ 3013 */
3400
3401void 3014void
3402cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3403{ 3016{
3404 object *skop, *spob; 3017 object *skop, *spob;
3405 3018
3439 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3440 { 3053 {
3441 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3443 } 3056 }
3057
3444 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3445} 3059}
3446 3060
3447int 3061int
3448is_true_undead (object *op) 3062is_true_undead (object *op)
3449{ 3063{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1; 3065 return 1;
3454 3066
3455 return 0; 3067 return 0;
3456} 3068}
3515 3127
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3129
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3522 { 3133 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3135 make_visible (op);
3525 return; 3136 return;
3526 } 3137 }
3527 else 3138 else
3528 num += 20; 3139 num += 20;
3529 } 3140
3530 num += op->map->difficulty; 3141 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3143 num -= hide;
3144
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3146 {
3535 make_visible (op); 3147 make_visible (op);
3536 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3150 }
3539 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3153}
3544 3154
3545/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3546 3156
3547int 3157int
3614 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3615 { 3225 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3227 return -1;
3618 } 3228 }
3229
3619 if (!pl || !op) 3230 if (!pl || !op)
3620 return 0; 3231 return 0;
3621 3232
3622 if (op->head)
3623 {
3624 op = op->head; 3233 op = op->head_ ();
3625 } 3234
3626 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3627 3236
3628 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3238 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3357 int i = 0, j = 0;
3749 3358
3750 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3759 3368
3760 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3761 return; 3370 return;
3762 3371
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3373
3765 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3766 { 3375 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3377 return;
3769 } 3378 }
3770 3379
3895 * not readied. 3504 * not readied.
3896 */ 3505 */
3897void 3506void
3898player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3899{ 3508{
3900 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3901 3511
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3903 { 3513 pl->combat_ob = 0;
3514
3904 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3905 { 3516 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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