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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC vs.
Revision 1.117 by root, Sun Apr 29 21:44:35 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
180 size += strlen (buf); 144 size += strlen (buf);
181 } 145 }
182 } 146 }
183 147
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 151}
296 152
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 4;
324 outputs_count = 4;
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
307/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
309 * mode. 361 * mode.
310 */ 362 */
311 363player *
312int 364player::create ()
313add_player (client *ns)
314{ 365{
315 player *p = new player; 366 player *pl = new player;
316 367
317 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 369
320 p->next = first_player; 370 pl->ob->roll_stats ();
321 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
322 373
323 p = get_player (p);
324
325 set_first_map (p->ob); 374 set_first_map (pl->ob);
326 375
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 376 return pl;
336} 377}
337 378
338/* 379/*
339 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
365 406
366object * 407object *
367get_nearest_player (object *mon) 408get_nearest_player (object *mon)
368{ 409{
369 object *op = NULL; 410 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 411 objectlink *ol;
372 unsigned lastdist; 412 unsigned lastdist;
373 rv_vector rv; 413 rv_vector rv;
374 414
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 416 {
377 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 424 object *tmp = ol->ob;
385 425
386 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 427 * itself will have been cleared.
388 */ 428 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
390 ol = ol->next; 431 ol = ol->next;
391 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
392 if (!ol) 433 if (!ol)
393 return op; 434 return op;
394 } 435 }
407 { 448 {
408 op = ol->ob; 449 op = ol->ob;
409 lastdist = rv.distance; 450 lastdist = rv.distance;
410 } 451 }
411 } 452 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 453
413 { 454 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
418 { 457 {
419 op = pl->ob; 458 op = pl->ob;
420 lastdist = rv.distance; 459 lastdist = rv.distance;
421 } 460 }
422 } 461
423 }
424#if 0 462#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 464#endif
427 return op; 465 return op;
428} 466}
446 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 486 * is probably not a good thing.
449 */ 487 */
450#define MAX_SPACES 50 488#define MAX_SPACES 50
451
452 489
453/* 490/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 524 x = mon->x;
488 y = mon->y; 525 y = mon->y;
489 m = mon->map; 526 m = mon->map;
490 dir = rv.direction; 527 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
493 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 532 if (diff > max)
495 return 0; 533 return 0;
534
496 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
497 { 536 {
498 lastx = x; 537 lastx = x;
499 lasty = y; 538 lasty = y;
500 lastmap = m; 539 lastmap = m;
582 max--; 621 max--;
583 lastdir = dir; 622 lastdir = dir;
584 if (!firstdir) 623 if (!firstdir)
585 firstdir = dir; 624 firstdir = dir;
586 } 625 }
626
587 if (diff <= 1) 627 if (diff <= 1)
588 { 628 {
589 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 630 * headed toward player for entire distance.
591 */ 631 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 634 }
635
595 if (diff > max) 636 if (diff > max)
596 return 0; 637 return 0;
597 } 638 }
639
598 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
599 if (!max) 641 if (!max)
600 return 0; 642 return 0;
601 643
602 return firstdir; 644 return firstdir;
695 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
696 link_player_skills (pl); 738 link_player_skills (pl);
697} 739}
698 740
699void 741void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
785{ 743{
786 if (party == NULL) 744 if (party == NULL)
787 { 745 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 747 return;
790 } 748 }
749
791 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 754}
796
797 755
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 757static int
800roll_stat (void) 758roll_stat (void)
801{ 759{
802 int a[4], i, j, k; 760 int a[4], i, j, k;
803 761
804 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
806 764
807 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 766 if (a[i] < k)
809 k = a[i], j = i; 767 k = a[i], j = i;
810 768
811 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 770 if (i != j)
814 k += a[i]; 771 k += a[i];
815 } 772
816 return k; 773 return k;
817} 774}
818 775
819void 776void
820roll_stats (object *op) 777object::roll_stats ()
821{ 778{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 779 int statsort [7];
825 780
826 do 781 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 782 {
837 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
838 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
839 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 793
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
872 801
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 802 stats.exp = 0;
884 op->stats.ac = 0; 803 stats.ac = 0;
885 804
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
894 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
895} 817}
896 818
897void 819void
898Roll_Again (object *op) 820object::swap_stats (int a, int b)
899{ 821{
900 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 825
905void 826 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
907{ 858{
908 signed char tmp;
909 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
910 860
911 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 865}
1026 866
1027/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1031 * not the class. 871 * not the class.
1032 */ 872 */
1033 873void
1034int 874player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 875{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 878
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 880 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1055 882
1056 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1058 885
1059 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1060 887
1061 if (op->msg) 888 if (ob->msg)
1062 op->msg = NULL; 889 ob->msg = 0;
1063 890
1064 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1065 * to save here. 892 * to save here.
1066 */ 893 */
894 {
895 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1069 899
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 900 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 903 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1078 fix_player (op); 905 ob->update_stats ();
1079 906
1080 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1081 * is one for this race 908 * is one for this race
1082 */ 909 */
1083 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1084 { 911 {
1085 object *tmp; 912 object *tmp;
1086 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1087 914
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 916 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1095 * default initial map */ 922 * default initial map */
1096 tmp->destroy (); 923 tmp->destroy ();
1097 } 924 }
1098 else 925 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
1100 928
1101 return 0; 929void
1102 } 930player::chargen_race_next ()
1103 931{
1104 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1106 */ 934 */
1107 935
1108 tmp_loop = 0; 936 do
1109 while (!tmp_loop)
1110 { 937 {
1111 shstr name = op->name; 938 shstr name = ob->name;
1112 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1113 940
1114 remove_statbonus (op); 941 ob->remove_statbonus ();
1115 op->remove (); 942 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 945 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1121 op->x = x; 948 ob->x = x;
1122 op->y = y; 949 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 953 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 954 }
955 while (!allowed_class (ob));
1129 956
1130 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 959 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 962 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 963}
1192 964
1193void 965void
1194flee_player (object *op) 966flee_player (object *op)
1195{ 967{
1252int 1024int
1253check_pick (object *op) 1025check_pick (object *op)
1254{ 1026{
1255 object *tmp, *next; 1027 object *tmp, *next;
1256 int stop = 0; 1028 int stop = 0;
1257 int j, k, wvratio; 1029 int wvratio;
1258 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1259 1031
1260 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1262 return 1; 1034 return 1;
1263 1035
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1106 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1111 }
1112
1368 /* philosophy: 1113 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1118 * example.
1374 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1372 * found object is returned.
1628 */ 1373 */
1629object * 1374object *
1630find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1631{ 1376{
1632 object *tmp = NULL; 1377 object *tmp = 0;
1633 1378
1634 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1638 return op; 1383 return op;
1384
1639 return tmp; 1385 return tmp;
1640} 1386}
1641 1387
1642/* 1388/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1393 */
1648
1649object * 1394object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1396{
1652 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1845 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1593 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1850 return 0; 1596 return 0;
1851 } 1597 }
1852 } 1598 }
1853 1599
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1622 return 0;
1877 } 1623 }
1878 1624
1879 arrow->set_owner (op); 1625 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1627 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1628
1886 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1887 { 1630 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1632 op->update_stats ();
1890 } 1633 }
1891 1634
1892 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1896 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1897 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1898 1643
1899 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904 1645
1905 /* update the speed */ 1646 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1649
1909 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1913 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1914 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1915 { 1656 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1921 } 1662 }
1922 else 1663 else
1923 { 1664 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1665 arrow->level = op->level;
1926 } 1666 arrow->stats.wc -= bow->magic;
1927 1667
1928 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1929 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1930 1675
1931 if (bow->slaying)
1932 arrow->slaying = bow->slaying;
1933
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1678
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1940 1681
1941 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1683 move_arrow (arrow);
1943 1684
1944 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1970 } 1711 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1713 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1715 wcmod = -1;
1716
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1718 }
1977 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1978 { 1720 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1791
2050 if (item->arch) 1792 if (item->arch)
2051 { 1793 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2054 item->speed = 0; 1796 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1797 }
1798
2057 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1801 }
2060 } 1802 }
2061 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1804 drain_rod_charge (item);
2064 }
2065 } 1805 }
2066} 1806}
2067 1807
2068/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2069 */ 1809 */
2092 case range_misc: 1832 case range_misc:
2093 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2094 return; 1834 return;
2095 1835
2096 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2104 return; 1838 return;
2105 1839
2106 case range_skill: 1840 case range_skill:
2107 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2108 { 1842 {
2109 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
2111 return; 1846 return;
2112 } 1847 }
1848
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1850 return;
2115 case range_builder: 1851 case range_builder:
2116 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2117 return; 1853 return;
2118 default: 1854 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return; 1856 return;
2121 } 1857 }
2122} 1858}
2123
2124
2125 1859
2126/* find_key 1860/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1865 * pl is the player,
2132 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2135 */ 1869 */
2136
2137object * 1870object *
2138find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2139{ 1872{
2140 object *tmp, *key; 1873 object *tmp, *key;
2141 1874
2142 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1876 if (!container->inv)
2144 return NULL; 1877 return 0;
2145 1878
2146 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1881 {
2149 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1883 break;
2151 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2153 */ 1886 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1888 break;
2156 } 1889 }
1890
2157 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1894 * a key, return
2161 */ 1895 */
2162 if (!tmp) 1896 if (!tmp)
2163 { 1897 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1899 {
2166 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1902 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2170 return key; 1904 return key;
2171 } 1905 }
2172 } 1906 }
1907
2173 if (!tmp) 1908 if (!tmp)
2174 return NULL; 1909 return NULL;
2175 } 1910 }
1911
2176 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1913 * see if we actually want to use it
2178 */ 1914 */
2179 if (pl != container) 1915 if (pl != container)
2180 { 1916 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1939 return NULL;
2204 } 1940 }
2205 } 1941 }
1942
2206 return tmp; 1943 return tmp;
2207} 1944}
2208 1945
2209/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2224 if (key) 1961 if (key)
2225 { 1962 {
2226 object *container = key->env; 1963 object *container = key->env;
2227 1964
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966
2229 if (action_makes_visible (op)) 1967 if (action_makes_visible (op))
2230 make_visible (op); 1968 make_visible (op);
1969
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1970 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1971 spring_trap (door->inv, op);
1972
2233 if (door->type == DOOR) 1973 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1974 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1975 else if (door->type == LOCKED_DOOR)
2238 { 1976 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1977 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2240 remove_door2 (door); /* remove door without violence ;-) */ 1978 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1979 }
1980
2242 /* Do this after we print the message */ 1981 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1982 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1983 /* Need to update the weight the container the key was in */
2245 if (container != op) 1984 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1985 esrv_update_item (UPD_WEIGHT, op, container);
1986
2247 return 1; /* Nothing more to do below */ 1987 return 1; /* Nothing more to do below */
2248 } 1988 }
2249 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2250 { 1990 {
2251 /* Might as well return now - no other way to open this */ 1991 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1992 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 1993 return 1;
2254 } 1994 }
1995
2255 return 0; 1996 return 0;
2256} 1997}
2257 1998
2258/* This function is just part of a breakup from move_player. 1999/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2000 * It should keep the code cleaner.
2263 */ 2004 */
2264void 2005void
2265move_player_attack (object *op, int dir) 2006move_player_attack (object *op, int dir)
2266{ 2007{
2267 object *tmp, *mon; 2008 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2009 int on_battleground;
2270 maptile *m; 2010 maptile *m;
2271 2011
2272 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2274 2014
2275 on_battleground = op_on_battleground (op, 0, 0); 2015 on_battleground = op_on_battleground (op, 0, 0);
2276 2016
2277 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2285 */ 2025 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2026 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2027 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2028 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2029 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2030 m = op->map->xy_find (nx, ny);
2291 if (!m) 2031 if (!m)
2292 return; /* Don't think this should happen */ 2032 return; /* Don't think this should happen */
2293 } 2033 }
2294 else 2034 else
2295 m = op->map; 2035 m = op->map;
2296 2036
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2037 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2038 return;
2301 }
2302 2039
2303 mon = 0; 2040 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2041 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2042 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2043 * if its a door or barrel (can roll) see if there may be monsters
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2097 {
2361 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2099 if (op->contr->braced)
2363 return; 2100 return;
2101
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2104 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2105 make_visible (op);
2106
2368 return; 2107 return;
2369 } 2108 }
2370 2109
2371 /* in certain circumstances, you shouldn't attack friendly 2110 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2111 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2125 !on_battleground))
2387 { 2126 {
2388 if (!op->contr->braced) 2127 if (!op->contr->braced)
2389 { 2128 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2130 push_ob (mon, dir, op);
2392 } 2131 }
2393 else 2132 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2133 new_draw_info (0, 0, op, "You withhold your attack");
2395 2134
2396 if (op->contr->tmp_invis || op->hide) 2135 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2150 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2151 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2152 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2153 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2154 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2157 {
2420 2158
2421 /* If the player hasn't hit something this tick, and does 2159 /* If the player hasn't hit something this tick, and does
2455int 2193int
2456move_player (object *op, int dir) 2194move_player (object *op, int dir)
2457{ 2195{
2458 int pick; 2196 int pick;
2459 2197
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2199 return 0;
2462 2200
2463 /* Sanity check: make sure dir is valid */ 2201 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2202 if ((dir < 0) || (dir >= 9))
2465 { 2203 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2205 return 0;
2468 } 2206 }
2469 2207
2470 /* peterm: added following line */ 2208 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2211
2474 op->facing = dir; 2212 op->facing = dir;
2475 2213
2476 if (op->hide) 2214 if (op->hide)
2477 do_hidden_move (op); 2215 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do.
2511 */ 2249 */
2512int 2250int
2513handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2514{ 2252{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2254 {
2537 flee_player (op); 2255 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */ 2256 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2258 {
2541 op->speed_left--; 2259 op->speed_left--;
2542 return 0; 2260 return 0;
2543 } 2261 }
2544 } 2262 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2263
2554 /* call this here - we also will call this in do_ericserver, but 2264 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2265 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2266 * called, so we recheck it here.
2557 */ 2267 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2268 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2269 return 1;
2560 ;
2561 2270
2562 if (op->speed_left < 0) 2271 if (op->speed_left > 0)
2563 return 0; 2272 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2274 {
2567 /* All move commands take 1 tick, at least for now */ 2275 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2276 op->speed_left--;
2569 2277
2570 /* Instead of all the stuff below, let move_player take care 2278 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2279 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2280 * there, as well as the confusion stuff.
2573 */ 2281 */
2574 move_player (op, op->direction); 2282 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2283
2576 return 1; 2284 return op->speed_left > 0;
2577 else 2285 }
2578 return 0;
2579 } 2286 }
2580 2287
2581 return 0; 2288 return 0;
2582} 2289}
2583 2290
2603 op->stats.hp = op->stats.maxhp; 2310 op->stats.hp = op->stats.maxhp;
2604 2311
2605 if (op->stats.food < 0) 2312 if (op->stats.food < 0)
2606 op->stats.food = 999; 2313 op->stats.food = 999;
2607 2314
2608 fix_player (op); 2315 op->update_stats ();
2609 return 1; 2316 return 1;
2610 } 2317 }
2611 2318
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2319 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2328 * from.
2622 */ 2329 */
2623void 2330void
2624remove_unpaid_objects (object *op, object *env) 2331remove_unpaid_objects (object *op, object *env)
2625{ 2332{
2626 object *next;
2627
2628 while (op) 2333 while (op)
2629 { 2334 {
2630 next = op->below; /* Make sure we have a good value, in case 2335 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2336
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2337 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2338 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2339 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2340 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2341
2342 op->insert_at (env);
2641 } 2343 }
2642 else if (op->inv) 2344 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2345 remove_unpaid_objects (op->inv, env);
2644 2346
2645 op = next; 2347 op = next;
2646 } 2348 }
2647} 2349}
2648
2649 2350
2650/* 2351/*
2651 * Returns pointer a static string containing gravestone text 2352 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2353 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2354 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2389 strcat (buf2, buf);
2689 2390
2690 return buf2; 2391 return buf2;
2691} 2392}
2692
2693
2694 2393
2695void 2394void
2696do_some_living (object *op) 2395do_some_living (object *op)
2697{ 2396{
2698 int last_food = op->stats.food; 2397 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2403 int rate_grace = 2000;
2705 const int max_hp = 1; 2404 const int max_hp = 1;
2706 const int max_sp = 1; 2405 const int max_sp = 1;
2707 const int max_grace = 1; 2406 const int max_grace = 1;
2708 2407
2709 if (op->contr->outputs_sync) 2408 if (op->contr->hidden)
2710 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2409 {
2410 op->invisible = 1000;
2411 /* the socket code flashes the player visible/invisible
2412 * depending on the value of invisible, so we need to
2413 * alternate it here for it to work correctly.
2414 */
2415 if (pticks & 2)
2416 op->invisible--;
2417 }
2418 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2419 {
2420 if (!op->invisible--)
2421 {
2422 make_visible (op);
2423 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2424 }
2425 }
2715 2426
2716 if (op->contr->state == ST_PLAYING) 2427 if (op->contr->ns->state == ST_PLAYING)
2717 { 2428 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2429 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2430 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2431 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2432 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2433 else
2724 { 2434 {
2725 gen_hp = op->stats.maxhp; 2435 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2436 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2437 }
2438
2728 if (op->contr->gen_sp >= 0) 2439 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2440 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2441 else
2731 { 2442 {
2732 gen_sp = op->stats.maxsp; 2443 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2444 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2445 }
2446
2735 if (op->contr->gen_grace >= 0) 2447 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2448 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2449 else
2738 { 2450 {
2739 gen_grace = op->stats.maxgrace; 2451 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2452 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2453 }
2742 2454
2743 /* Regenerate Spell Points */ 2455 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2456 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2745 { 2457 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp) 2459 if (op->stats.sp < op->stats.maxsp)
2748 { 2460 {
2749 op->stats.sp++; 2461 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2467 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2468 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2469 op->stats.food = last_food;
2758 } 2470 }
2759 } 2471 }
2472
2760 if (max_sp > 1) 2473 if (max_sp > 1)
2761 { 2474 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2475 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2476 if (over_sp > 0)
2764 { 2477 {
2765 if (op->stats.sp < op->stats.maxsp) 2478 if (op->stats.sp < op->stats.maxsp)
2766 { 2479 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2480 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2481
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2482 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2483 op->stats.sp--;
2484
2770 if (op->stats.sp > op->stats.maxsp) 2485 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2486 op->stats.sp = op->stats.maxsp;
2772 } 2487 }
2773 op->last_sp = 0; 2488 op->last_sp = 0;
2774 } 2489 }
2775 else 2490 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2492 }
2780 else 2493 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2495 }
2785 2496
2786 /* Regenerate Grace */ 2497 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2499 if (--op->last_grace < 0)
2789 { 2500 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2501 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503
2792 if (max_grace > 1) 2504 if (max_grace > 1)
2793 { 2505 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2506 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2507 if (over_grace > 0)
2796 { 2508 {
2824 op->stats.food += op->contr->digestion; 2536 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2537 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2538 op->stats.food = last_food;
2827 } 2539 }
2828 } 2540 }
2541
2829 if (max_hp > 1) 2542 if (max_hp > 1)
2830 { 2543 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2544 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2545 if (over_hp > 0)
2833 { 2546 {
2857 2570
2858 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2573 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2862 /* dms do not consume food */ 2576 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2578 op->stats.food--;
2865 } 2579 }
2866 }
2867 2580
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2582 {
2870 object *tmp, *flesh = NULL; 2583 object *tmp, *flesh = 0;
2871 2584
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2586 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2588 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2592 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2594 break;
2882 } 2595 }
2883 else if (tmp->type == FLESH) 2596 else if (tmp->type == FLESH)
2884 flesh = tmp; 2597 flesh = tmp;
2885 } /* End if paid for object */ 2598 } /* End if paid for object */
2886 } /* end of for loop */ 2599 } /* end of for loop */
2600
2887 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2602 * eat flesh instead.
2889 */ 2603 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2605 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2607 manual_apply (op, flesh, 0);
2894 } 2608 }
2895 } /* end if player is starving */ 2609 }
2896 2610
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2899 2613
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2615 kill_player (op);
2616 }
2902} 2617}
2903
2904
2905 2618
2906/* If the player should die (lack of hp, food, etc), we call this. 2619/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2620 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2621 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2622 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2654
2942 /* restore player */ 2655 /* restore player */
2943 at = archetype::find ("poisoning"); 2656 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2658 {
2947 tmp->destroy (); 2659 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2661 }
2950 2662
2951 at = archetype::find ("confusion"); 2663 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2665 {
2955 tmp->destroy (); 2666 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2668 }
2958 2669
2960 op->stats.hp = op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2672 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2673 op->stats.food = 999;
2963 2674
2964 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2677 {
2968 sprintf (buf, "%s's finger", &op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2679 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2683 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2687 }
2979 2688
2980 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2691 op->contr->braced = 0;
2987 2696
2988 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2989 2698
2990 if (op->stats.food < 0) 2699 if (op->stats.food < 0)
2991 { 2700 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2702 strcpy (op->contr->killer, "starvation");
3001 } 2703 }
3002 else 2704 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2705 sprintf (buf, "%s died.", &op->name);
3012 } 2706
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2708
3015 /* save the map location for corpse, gravestone */ 2709 /* save the map location for corpse, gravestone */
3016 x = op->x; 2710 x = op->x;
3017 y = op->y; 2711 y = op->y;
3018 map = op->map; 2712 map = op->map;
3019 2713
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2715 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2716 * See the config.h file for a little more in depth detail about this.
3026 */ 2717 */
3027 2718
3028 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2721 * of death.
3031 */ 2722 */
3032#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2724 if (settings.balanced_stat_loss)
3034 { 2725 {
3035 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2728 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2731 little bit harder. */
3041 /* GD */ 2732 /* GD */
3042 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2734 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2735 else
3048 { 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
3049 num_stats_lose = 1; 2739 num_stats_lose = 1;
3050 } 2740
3051 lost_a_stat = 0; 2741 lost_a_stat = 0;
3052 2742
3053 for (z = 0; z < num_stats_lose; z++) 2743 for (z = 0; z < num_stats_lose; z++)
3054 { 2744 {
3055 i = RANDOM () % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
3056 2746
3057 if (settings.stat_loss_on_death) 2747 if (settings.stat_loss_on_death)
3058 { 2748 {
3059 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2750 * what he lost.
3061 */ 2751 */
3062 change_attr_value (&(op->stats), i, -1); 2752 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2753 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2757 lost_a_stat = 1;
2758 }
2759 else
2760 {
2761 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion");
2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2767 {
2768 dep = arch_to_object (deparch);
2769 insert_ob_in_ob (dep, op);
3068 } 2770 }
3069 else 2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
3070 { 2773 {
3071 /* deplete a stat */ 2774 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2775 /* Get the stat that we're about to deplete. */
3073 object *dep; 2776 this_stat = get_attr_value (&(dep->stats), i);
3074 2777 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2778 {
3078 dep = arch_to_object (deparch); 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2780 int keep_chance = this_stat * this_stat;
3080 } 2781
3081 lose_this_stat = 1; 2782 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2783 if (keep_chance < 1)
2784 keep_chance = 1;
2785
2786 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2788 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2789 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2791 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2792 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2793 else
3123 if (this_stat >= -50)
3124 { 2794 {
3125 change_attr_value (&(dep->stats), i, -1); 2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2800 }
3131 } 2801 }
3132 } 2802 }
2803
2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2814 {
2815 change_attr_value (&(dep->stats), i, -1);
2816 SET_FLAG (dep, FLAG_APPLIED);
2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2818 op->update_stats ();
2819 lost_a_stat = 1;
2820 }
3133 } 2821 }
2822 }
2823 }
3134 /* If no stat lost, tell the player. */ 2824 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2825 if (!lost_a_stat)
3136 { 2826 {
3137 /* determine_god() seems to not work sometimes... why is this? 2827 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2828 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2829 const char *god = determine_god (op);
3140 2830
3141 if (god && (strcmp (god, "none"))) 2831 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2833 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2835 }
3146#else 2836#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2838#endif
3149 2839
3150 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2841 * exp loss on the stone.
3152 */ 2842 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2845 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2847 tmp->name_pl = buf;
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2848 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3159 tmp->msg = buf; 2849 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2850 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2852
3163 /**************************************/ 2853 /**************************************/
3164 /* */ 2854 /* */
3165 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
3168 /* */ 2858 /* */
3169 /**************************************/ 2859 /**************************************/
3170 2860
3171 /* remove any poisoning and confusion the character may be suffering. */ 2861 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2862 /* restore player */
3173 at = archetype::find ("poisoning"); 2863 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2864 tmp = present_arch_in_ob (at, op);
3175 2865
3176 if (tmp) 2866 if (tmp)
3177 { 2867 {
3178 tmp->destroy (); 2868 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2870 }
3181 2871
3182 at = archetype::find ("confusion"); 2872 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2874 if (tmp)
3185 { 2875 {
3186 tmp->destroy (); 2876 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2878 }
3189 2879
3190 cure_disease (op, 0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
3191 2881
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2883 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2884 if (op->stats.food < 100)
3195 op->stats.food = 900; 2885 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2889
3200 /* 2890 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2891 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
3203 * in the map. 2893 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
3208 2895
3209 /****************************************/ 2896 /****************************************/
3210 /* */ 2897 /* */
3211 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
3213 /* */ 2900 /* */
3214 /****************************************/ 2901 /****************************************/
3215 2902
3216 enter_player_savebed (op); 2903 enter_player_savebed (op);
3217 2904
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2905 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2906
3224 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2910 * on the space that might harm the player.
3228 */ 2911 */
3229 will_kill_again = 0; 2912 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
3233 2916
3234 if (will_kill_again) 2917 if (will_kill_again)
3235 { 2918 {
3236 object *force; 2919 object *force;
3237 int at; 2920 int at;
3238 2921
3239 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2924 force->speed = 0.1;
3242 force->speed_left = -5.0; 2925 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2929 force->resist[at] = 100;
3247 2930
3248 insert_ob_in_ob (force, op); 2931 insert_ob_in_ob (force, op);
3249 fix_player (op); 2932 op->update_stats ();
3250 2933
3251 } 2934 }
3252 2935
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2937}
3322
3323 2938
3324void 2939void
3325loot_object (object *op) 2940loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
3328 2943
3329 if (op->container) 2944 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2945
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
3335 { 2947 {
3336 next = tmp->below; 2948 next = tmp->below;
2949
3337 if (tmp->invisible) 2950 if (tmp->invisible)
3338 continue; 2951 continue;
2952
3339 tmp->remove (); 2953 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
3341 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2958
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2960 {
3347 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
3348 { 2962 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2964 tmp2->destroy ();
3361/* 2975/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2978 * was changed.
3365 */ 2979 */
3366
3367void 2980void
3368fix_weight (void) 2981fix_weight (void)
3369{ 2982{
3370 player *pl; 2983 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2984 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2986
3376 if (old == sum) 2987 if (old == sum)
3377 continue; 2988 continue;
3378 fix_player (pl->ob); 2989 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2991 }
3381} 2992}
3382 2993
3383void 2994void
3384fix_luck (void) 2995fix_luck (void)
3385{ 2996{
3386 player *pl; 2997 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2999 pl->ob->change_luck (0);
3391} 3000}
3392
3393 3001
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3397 */ 3005 */
3398
3399void 3006void
3400cast_dust (object *op, object *throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3401{ 3008{
3402 object *skop, *spob; 3009 object *skop, *spob;
3403 3010
3437 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3438 { 3045 {
3439 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3441 } 3048 }
3049
3442 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3443} 3051}
3444 3052
3445int 3053int
3446is_true_undead (object *op) 3054is_true_undead (object *op)
3447{ 3055{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3057 return 1;
3452 3058
3453 return 0; 3059 return 0;
3454} 3060}
3513 3119
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3121
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3123 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3124 if (!skop || num >= skop->level)
3520 { 3125 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3127 make_visible (op);
3523 return; 3128 return;
3524 } 3129 }
3525 else 3130 else
3526 num += 20; 3131 num += 20;
3527 } 3132
3528 num += op->map->difficulty; 3133 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3135 num -= hide;
3136
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3138 {
3533 make_visible (op); 3139 make_visible (op);
3534 if (op->type == PLAYER) 3140 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3142 }
3537 else if (op->type == PLAYER && skop) 3143 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3145}
3542 3146
3543/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3544 3148
3545int 3149int
3612 if (pl->type != PLAYER) 3216 if (pl->type != PLAYER)
3613 { 3217 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3219 return -1;
3616 } 3220 }
3221
3617 if (!pl || !op) 3222 if (!pl || !op)
3618 return 0; 3223 return 0;
3619 3224
3620 if (op->head)
3621 {
3622 op = op->head; 3225 op = op->head_ ();
3623 } 3226
3624 get_rangevector (pl, op, &rv, 0x1); 3227 get_rangevector (pl, op, &rv, 0x1);
3625 3228
3626 /* starting with the 'head' part, lets loop 3229 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3230 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3231 * part that is in the los array but isnt on
3636 3239
3637 /* only the viewable area the player sees is updated by LOS 3240 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3241 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3242 * for any meaningful values.
3640 */ 3243 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3247 return 1;
3645 op = op->more; 3248 op = op->more;
3646 } 3249 }
3647 return 0; 3250 return 0;
3648} 3251}
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3349 int i = 0, j = 0;
3747 3350
3748 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3757 3360
3758 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3759 return; 3362 return;
3760 3363
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3365
3763 if (tr == NULL || tr->item == NULL) 3366 if (!tr || !tr->item)
3764 { 3367 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3369 return;
3767 } 3370 }
3768 3371
3834 { 3437 {
3835 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3439 object *skin;
3837 3440
3838 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3444 ;
3445
3840 if (skin == NULL) 3446 if (!skin)
3841 return; 3447 return;
3842 3448
3843 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3451 {
3890 * not readied. 3496 * not readied.
3891 */ 3497 */
3892void 3498void
3893player_unready_range_ob (player *pl, object *ob) 3499player_unready_range_ob (player *pl, object *ob)
3894{ 3500{
3895 rangetype i;
3896
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3501 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3898 {
3899 if (pl->ranges[i] == ob) 3502 if (pl->ranges[i] == ob)
3900 { 3503 {
3901 pl->ranges[i] = NULL; 3504 pl->ranges[i] = 0;
3902 if (pl->shoottype == i) 3505 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none; 3506 pl->shoottype = range_none;
3905 }
3906 } 3507 }
3907 }
3908} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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