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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 1.120 by root, Thu May 3 09:39:56 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 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
244 {
245 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point.
318 */
319 outputs_sync = 4;
320 outputs_count = 4;
321 unapply = unapply_nochoice;
322
323 savebed_map = first_map_path; /* Init. respawn position */
324
325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
307/* Tries to add player on the connection passwd in ns. 354/* 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 355 * All we can really get in this is some settings like host and display
309 * mode. 356 * mode.
310 */ 357 */
311 358player *
312int 359player::create ()
313add_player (client *ns)
314{ 360{
315 player *p = new player; 361 player *pl = new player;
316 362
317 p->socket = ns; 363 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 364
320 p->next = first_player; 365 pl->ob->roll_stats ();
321 first_player = p; 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
322 368
323 p = get_player (p);
324
325 set_first_map (p->ob); 369 set_first_map (pl->ob);
326 370
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; 371 return pl;
336} 372}
337 373
338/* 374/*
339 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
365 401
366object * 402object *
367get_nearest_player (object *mon) 403get_nearest_player (object *mon)
368{ 404{
369 object *op = NULL; 405 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 406 objectlink *ol;
372 unsigned lastdist; 407 unsigned lastdist;
373 rv_vector rv; 408 rv_vector rv;
374 409
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 411 {
377 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 419 object *tmp = ol->ob;
385 420
386 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 422 * itself will have been cleared.
388 */ 423 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
390 ol = ol->next; 426 ol = ol->next;
391 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
392 if (!ol) 428 if (!ol)
393 return op; 429 return op;
394 } 430 }
407 { 443 {
408 op = ol->ob; 444 op = ol->ob;
409 lastdist = rv.distance; 445 lastdist = rv.distance;
410 } 446 }
411 } 447 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 448
413 { 449 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
418 { 452 {
419 op = pl->ob; 453 op = pl->ob;
420 lastdist = rv.distance; 454 lastdist = rv.distance;
421 } 455 }
422 } 456
423 }
424#if 0 457#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 459#endif
427 return op; 460 return op;
428} 461}
446 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 481 * is probably not a good thing.
449 */ 482 */
450#define MAX_SPACES 50 483#define MAX_SPACES 50
451
452 484
453/* 485/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 519 x = mon->x;
488 y = mon->y; 520 y = mon->y;
489 m = mon->map; 521 m = mon->map;
490 dir = rv.direction; 522 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 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); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
493 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 527 if (diff > max)
495 return 0; 528 return 0;
529
496 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
497 { 531 {
498 lastx = x; 532 lastx = x;
499 lasty = y; 533 lasty = y;
500 lastmap = m; 534 lastmap = m;
582 max--; 616 max--;
583 lastdir = dir; 617 lastdir = dir;
584 if (!firstdir) 618 if (!firstdir)
585 firstdir = dir; 619 firstdir = dir;
586 } 620 }
621
587 if (diff <= 1) 622 if (diff <= 1)
588 { 623 {
589 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 625 * headed toward player for entire distance.
591 */ 626 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 629 }
630
595 if (diff > max) 631 if (diff > max)
596 return 0; 632 return 0;
597 } 633 }
634
598 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
599 if (!max) 636 if (!max)
600 return 0; 637 return 0;
601 638
602 return firstdir; 639 return firstdir;
695 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
696 link_player_skills (pl); 733 link_player_skills (pl);
697} 734}
698 735
699void 736void
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) 737get_party_password (object *op, partylist *party)
785{ 738{
786 if (party == NULL) 739 if (party == NULL)
787 { 740 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 742 return;
790 } 743 }
744
791 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 749}
796
797 750
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 752static int
800roll_stat (void) 753roll_stat (void)
801{ 754{
802 int a[4], i, j, k; 755 int a[4], i, j, k;
803 756
804 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
806 759
807 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 761 if (a[i] < k)
809 k = a[i], j = i; 762 k = a[i], j = i;
810 763
811 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 765 if (i != j)
814 k += a[i]; 766 k += a[i];
815 } 767
816 return k; 768 return k;
817} 769}
818 770
819void 771void
820roll_stats (object *op) 772object::roll_stats ()
821{ 773{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 774 int statsort [7];
825 775
826 do 776 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 } 777 {
837 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
838 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
839 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 787 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;
847 788
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]; 789 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
872 796
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; 797 stats.exp = 0;
884 op->stats.ac = 0; 798 stats.ac = 0;
885 799
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; 800 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
894 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
895} 812}
896 813
897void 814void
898Roll_Again (object *op) 815object::swap_stats (int a, int b)
899{ 816{
900 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 818 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)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 820
905void 821 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
907{ 853{
908 signed char tmp;
909 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
910 855
911 if (op->contr->Swap_First == -1) 856 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); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 858 //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); 859 //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} 860}
1026 861
1027/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1031 * not the class. 866 * not the class.
1032 */ 867 */
1033 868void
1034int 869player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 870{
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 */ 871 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 873
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 875 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
1055 877
1056 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1058 880
1059 op->contr->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1060 882
1061 if (op->msg) 883 if (ob->msg)
1062 op->msg = NULL; 884 ob->msg = 0;
1063 885
1064 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
1065 * to save here. 887 * to save here.
1066 */ 888 */
889 {
890 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1069 894
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 895 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 898 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1078 fix_player (op); 900 ob->update_stats ();
1079 901
1080 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1081 * is one for this race 903 * is one for this race
1082 */ 904 */
1083 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1084 { 906 {
1085 object *tmp; 907 object *tmp;
1086 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1087 909
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 911 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1095 * default initial map */ 917 * default initial map */
1096 tmp->destroy (); 918 tmp->destroy ();
1097 } 919 }
1098 else 920 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
1100 923
1101 return 0; 924void
1102 } 925player::chargen_race_next ()
1103 926{
1104 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1106 */ 929 */
1107 930
1108 tmp_loop = 0; 931 do
1109 while (!tmp_loop)
1110 { 932 {
1111 shstr name = op->name; 933 shstr name = ob->name;
1112 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1113 935
1114 remove_statbonus (op); 936 ob->remove_statbonus ();
1115 op->remove (); 937 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 940 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1121 op->x = x; 943 ob->x = x;
1122 op->y = y; 944 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 948 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 949 }
950 while (!allowed_class (ob));
1129 951
1130 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 954 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 957 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} 958}
1192 959
1193void 960void
1194flee_player (object *op) 961flee_player (object *op)
1195{ 962{
1252int 1019int
1253check_pick (object *op) 1020check_pick (object *op)
1254{ 1021{
1255 object *tmp, *next; 1022 object *tmp, *next;
1256 int stop = 0; 1023 int stop = 0;
1257 int j, k, wvratio; 1024 int wvratio;
1258 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1259 1026
1260 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1262 return 1; 1029 return 1;
1263 1030
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 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)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1101 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 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)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 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 } 1106 }
1107
1368 /* philosophy: 1108 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1109 * 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 1110 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1113 * example.
1374 * The drawback: right now it has no frontend, so you need to 1114 * 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 1115 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1367 * found object is returned.
1628 */ 1368 */
1629object * 1369object *
1630find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1631{ 1371{
1632 object *tmp = NULL; 1372 object *tmp = 0;
1633 1373
1634 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1638 return op; 1378 return op;
1379
1639 return tmp; 1380 return tmp;
1640} 1381}
1641 1382
1642/* 1383/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * 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 1385 * 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 1386 * 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. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1388 */
1648
1649object * 1389object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1391{
1652 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1460 * op = the shooter
1721 * type = bow->race 1461 * type = bow->race
1722 * dir = fire direction 1462 * dir = fire direction
1723 */ 1463 */
1724
1725object * 1464object *
1726pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1727{ 1466{
1728 object *tmp = NULL; 1467 object *tmp = NULL;
1729 maptile *m; 1468 maptile *m;
1803 { 1542 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1544 return 0;
1806 } 1545 }
1807 1546
1808 if (op->type == PLAYER) 1547 if (player *pl = op->contr)
1809 bow = op->contr->ranges[range_bow]; 1548 {
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1810 else 1558 else
1811 { 1559 {
1812 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1562 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1567 if (!bow)
1820 { 1568 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1570 return 0;
1823 } 1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1824 } 1580 }
1825 1581
1826 if (!bow->race || !bow->skill) 1582 if (!bow->race || !bow->skill)
1827 { 1583 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1845 if (op->type == PLAYER) 1601 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1602 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 */ 1603 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1604 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1605 CLEAR_FLAG (op, FLAG_READY_BOW);
1606
1850 return 0; 1607 return 0;
1851 } 1608 }
1852 } 1609 }
1853 1610
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1633 return 0;
1877 } 1634 }
1878 1635
1879 arrow->set_owner (op); 1636 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1638 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1639
1886 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1887 { 1641 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1643 op->update_stats ();
1890 } 1644 }
1891 1645
1892 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1647
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1651
1896 if (arrow->slaying != NULL) 1652 if (arrow->slaying)
1897 arrow->spellarg = strdup (arrow->slaying); 1653 arrow->spellarg = strdup (arrow->slaying);
1898 1654
1899 /* Note that this was different for monsters - they got their level 1655 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 1656
1905 /* update the speed */ 1657 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1658 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; 1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1660
1909 if (arrow->speed < 1.0) 1661 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1662 arrow->speed_left = 0;
1913 1663
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665
1914 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1915 { 1667 {
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; 1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = op->slaying;
1921 } 1673 }
1922 else 1674 else
1923 { 1675 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1676 arrow->level = op->level;
1926 } 1677 arrow->stats.wc -= bow->magic;
1927 1678
1928 if (arrow->attacktype == AT_PHYSICAL) 1679 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying;
1681 }
1682
1683 arrow->stats.wc -= arrow->level;
1684
1929 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1930 1686
1931 if (bow->slaying)
1932 arrow->slaying = bow->slaying;
1933
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1689
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1940 1692
1941 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1694 move_arrow (arrow);
1943 1695
1944 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1964{ 1716{
1965 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1966 1718
1967 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1968 { 1720 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1722 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1724 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1726 wcmod = -1;
1727
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1729 }
1977 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1978 { 1731 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2000 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2001 */ 1754 */
2002void 1755void
2003fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2004{ 1757{
2005 object *item; 1758 object *item = op->contr->ranged_ob;
2006 1759
2007 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2008 { 1761 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1763 return;
2011 } 1764 }
2012 1765
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1766 if (!item->inv)
2015 { 1767 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1769 return;
2018 } 1770 }
1771
2019 if (item->type == WAND) 1772 if (item->type == WAND)
2020 { 1773 {
2021 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2022 { 1775 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2049 1802
2050 if (item->arch) 1803 if (item->arch)
2051 { 1804 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2054 item->speed = 0; 1807 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1808 }
1809
2057 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1812 }
2060 } 1813 }
2061 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1815 drain_rod_charge (item);
2064 }
2065 } 1816 }
2066} 1817}
2067 1818
2068/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2069 */ 1820 */
2074 1825
2075 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2077 make_visible (op); 1828 make_visible (op);
2078 1829
2079 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
2080 { 1833 {
2081 case range_none: 1834 control_golem (op->contr->golem, dir);
2082 return; 1835 return;
1836 }
2083 1837
2084 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
2085 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
2086 return; 1847 break;
2087 1848
2088 case range_magic: /* Casting spells */ 1849 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1851 break;
2091 1852
2092 case range_misc: 1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1862 default:
2093 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
2094 return; 1864 break;
2095
2096 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);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1865 }
2122} 1866}
2123
2124
2125 1867
2126/* find_key 1868/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1869 * 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 1870 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1873 * pl is the player,
2132 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
2135 */ 1877 */
2136
2137object * 1878object *
2138find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
2139{ 1880{
2140 object *tmp, *key; 1881 object *tmp, *key;
2141 1882
2142 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1884 if (!container->inv)
2144 return NULL; 1885 return 0;
2145 1886
2146 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1889 {
2149 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1891 break;
2151 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
2153 */ 1894 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1896 break;
2156 } 1897 }
1898
2157 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1900 /* 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 1901 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1902 * a key, return
2161 */ 1903 */
2162 if (!tmp) 1904 if (!tmp)
2163 { 1905 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1907 {
2166 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1910 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
2170 return key; 1912 return key;
2171 } 1913 }
2172 } 1914 }
1915
2173 if (!tmp) 1916 if (!tmp)
2174 return NULL; 1917 return NULL;
2175 } 1918 }
1919
2176 /* We get down here if we have found a key. Now if its in a container, 1920 /* 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 1921 * see if we actually want to use it
2178 */ 1922 */
2179 if (pl != container) 1923 if (pl != container)
2180 { 1924 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 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)); 1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1947 return NULL;
2204 } 1948 }
2205 } 1949 }
1950
2206 return tmp; 1951 return tmp;
2207} 1952}
2208 1953
2209/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
2224 if (key) 1969 if (key)
2225 { 1970 {
2226 object *container = key->env; 1971 object *container = key->env;
2227 1972
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
2229 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2230 make_visible (op); 1976 make_visible (op);
1977
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1979 spring_trap (door->inv, op);
1980
2233 if (door->type == DOOR) 1981 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1983 else if (door->type == LOCKED_DOOR)
2238 { 1984 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1985 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 ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1987 }
1988
2242 /* Do this after we print the message */ 1989 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1990 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1991 /* Need to update the weight the container the key was in */
2245 if (container != op) 1992 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1993 esrv_update_item (UPD_WEIGHT, op, container);
1994
2247 return 1; /* Nothing more to do below */ 1995 return 1; /* Nothing more to do below */
2248 } 1996 }
2249 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2250 { 1998 {
2251 /* Might as well return now - no other way to open this */ 1999 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2001 return 1;
2254 } 2002 }
2003
2255 return 0; 2004 return 0;
2256} 2005}
2257 2006
2258/* This function is just part of a breakup from move_player. 2007/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2008 * It should keep the code cleaner.
2263 */ 2012 */
2264void 2013void
2265move_player_attack (object *op, int dir) 2014move_player_attack (object *op, int dir)
2266{ 2015{
2267 object *tmp, *mon; 2016 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2017 int on_battleground;
2270 maptile *m; 2018 maptile *m;
2271 2019
2272 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2274 2022
2275 on_battleground = op_on_battleground (op, 0, 0); 2023 on_battleground = op_on_battleground (op, 0, 0);
2276 2024
2277 /* If braced, or can't move to the square, and it is not out of the 2025 /* 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 2026 * map, attack it. Note order of if statement is important - don't
2285 */ 2033 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2035 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2037 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2291 if (!m) 2039 if (!m)
2292 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2293 } 2041 }
2294 else 2042 else
2295 m = op->map; 2043 m = op->map;
2296 2044
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 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; 2046 return;
2301 }
2302 2047
2303 mon = 0; 2048 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* 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. 2050 * 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 2051 * 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))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2105 {
2361 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2107 if (op->contr->braced)
2363 return; 2108 return;
2109
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2113 make_visible (op);
2114
2368 return; 2115 return;
2369 } 2116 }
2370 2117
2371 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2133 !on_battleground))
2387 { 2134 {
2388 if (!op->contr->braced) 2135 if (!op->contr->braced)
2389 { 2136 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2392 } 2139 }
2393 else 2140 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2395 2142
2396 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2158 * 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: 2159 * 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 2160 * 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. 2161 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2162 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 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))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2165 {
2420 2166
2421 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2455int 2201int
2456move_player (object *op, int dir) 2202move_player (object *op, int dir)
2457{ 2203{
2458 int pick; 2204 int pick;
2459 2205
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2207 return 0;
2462 2208
2463 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2465 { 2211 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2213 return 0;
2468 } 2214 }
2469 2215
2470 /* peterm: added following line */ 2216 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2219
2474 op->facing = dir; 2220 op->facing = dir;
2475 2221
2476 if (op->hide) 2222 if (op->hide)
2477 do_hidden_move (op); 2223 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2511 */ 2257 */
2512int 2258int
2513handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2514{ 2260{
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)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2262 {
2537 flee_player (op); 2263 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2266 {
2541 op->speed_left--; 2267 op->speed_left--;
2542 return 0; 2268 return 0;
2543 } 2269 }
2544 } 2270 }
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 2271
2554 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2274 * called, so we recheck it here.
2557 */ 2275 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2276 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2277 return 1;
2560 ;
2561 2278
2562 if (op->speed_left < 0) 2279 if (op->speed_left > 0)
2563 return 0; 2280 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2282 {
2567 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2284 op->speed_left--;
2569 2285
2570 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2573 */ 2289 */
2574 move_player (op, op->direction); 2290 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2291
2576 return 1; 2292 return op->speed_left > 0;
2577 else 2293 }
2578 return 0;
2579 } 2294 }
2580 2295
2581 return 0; 2296 return 0;
2582} 2297}
2583 2298
2603 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2604 2319
2605 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2606 op->stats.food = 999; 2321 op->stats.food = 999;
2607 2322
2608 fix_player (op); 2323 op->update_stats ();
2609 return 1; 2324 return 1;
2610 } 2325 }
2611 2326
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2336 * from.
2622 */ 2337 */
2623void 2338void
2624remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2625{ 2340{
2626 object *next;
2627
2628 while (op) 2341 while (op)
2629 { 2342 {
2630 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2344
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2346 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2641 } 2351 }
2642 else if (op->inv) 2352 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2644 2354
2645 op = next; 2355 op = next;
2646 } 2356 }
2647} 2357}
2648
2649 2358
2650/* 2359/*
2651 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2397 strcat (buf2, buf);
2689 2398
2690 return buf2; 2399 return buf2;
2691} 2400}
2692
2693
2694 2401
2695void 2402void
2696do_some_living (object *op) 2403do_some_living (object *op)
2697{ 2404{
2698 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2411 int rate_grace = 2000;
2705 const int max_hp = 1; 2412 const int max_hp = 1;
2706 const int max_sp = 1; 2413 const int max_sp = 1;
2707 const int max_grace = 1; 2414 const int max_grace = 1;
2708 2415
2709 if (op->contr->outputs_sync) 2416 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 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2715 2434
2716 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2717 { 2436 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2441 else
2724 { 2442 {
2725 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2445 }
2446
2728 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2449 else
2731 { 2450 {
2732 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2453 }
2454
2735 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2457 else
2738 { 2458 {
2739 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2461 }
2742 2462
2743 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2465 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 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) 2467 if (op->stats.sp < op->stats.maxsp)
2748 { 2468 {
2749 op->stats.sp++; 2469 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2477 op->stats.food = last_food;
2758 } 2478 }
2759 } 2479 }
2480
2760 if (max_sp > 1) 2481 if (max_sp > 1)
2761 { 2482 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2484 if (over_sp > 0)
2764 { 2485 {
2765 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2766 { 2487 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2491 op->stats.sp--;
2492
2770 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2772 } 2495 }
2773 op->last_sp = 0; 2496 op->last_sp = 0;
2774 } 2497 }
2775 else 2498 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2500 }
2780 else 2501 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2503 }
2785 2504
2786 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2789 { 2508 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2792 if (max_grace > 1) 2512 if (max_grace > 1)
2793 { 2513 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2515 if (over_grace > 0)
2796 { 2516 {
2824 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2546 op->stats.food = last_food;
2827 } 2547 }
2828 } 2548 }
2549
2829 if (max_hp > 1) 2550 if (max_hp > 1)
2830 { 2551 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2553 if (over_hp > 0)
2833 { 2554 {
2857 2578
2858 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2581 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2862 /* dms do not consume food */ 2584 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2586 op->stats.food--;
2865 } 2587 }
2866 }
2867 2588
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2590 {
2870 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2871 2592
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2594 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2602 break;
2882 } 2603 }
2883 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2884 flesh = tmp; 2605 flesh = tmp;
2885 } /* End if paid for object */ 2606 } /* End if paid for object */
2886 } /* end of for loop */ 2607 } /* end of for loop */
2608
2887 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2610 * eat flesh instead.
2889 */ 2611 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2613 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2894 } 2616 }
2895 } /* end if player is starving */ 2617 }
2896 2618
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2899 2621
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2623 kill_player (op);
2624 }
2902} 2625}
2903
2904
2905 2626
2906/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2630 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2662
2942 /* restore player */ 2663 /* restore player */
2943 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2666 {
2947 tmp->destroy (); 2667 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2669 }
2950 2670
2951 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2673 {
2955 tmp->destroy (); 2674 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2676 }
2958 2677
2960 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2681 op->stats.food = 999;
2963 2682
2964 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2685 {
2968 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2687 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2691 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2695 }
2979 2696
2980 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2699 op->contr->braced = 0;
2987 2704
2988 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2989 2706
2990 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2991 { 2708 {
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); 2709 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3001 } 2711 }
3002 else 2712 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); 2713 sprintf (buf, "%s died.", &op->name);
3012 } 2714
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2716
3015 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3016 x = op->x; 2718 x = op->x;
3017 y = op->y; 2719 y = op->y;
3018 map = op->map; 2720 map = op->map;
3019 2721
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3026 */ 2725 */
3027 2726
3028 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2729 * of death.
3031 */ 2730 */
3032#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3034 { 2733 {
3035 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2736 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2739 little bit harder. */
3041 /* GD */ 2740 /* GD */
3042 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2742 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2743 else
3048 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3049 num_stats_lose = 1; 2747 num_stats_lose = 1;
3050 } 2748
3051 lost_a_stat = 0; 2749 lost_a_stat = 0;
3052 2750
3053 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3054 { 2752 {
3055 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3056 2754
3057 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3058 { 2756 {
3059 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2758 * what he lost.
3061 */ 2759 */
3062 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3068 } 2778 }
3069 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3070 { 2781 {
3071 /* deplete a stat */ 2782 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3073 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3074 2785 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2786 {
3078 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3080 } 2789
3081 lose_this_stat = 1; 2790 /* 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) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2796 {
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; 2797 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2799 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 } 2800 }
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 */ 2801 else
3123 if (this_stat >= -50)
3124 { 2802 {
3125 change_attr_value (&(dep->stats), i, -1); 2803 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; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2808 }
3131 } 2809 }
3132 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3133 } 2829 }
2830 }
2831 }
3134 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2833 if (!lost_a_stat)
3136 { 2834 {
3137 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3140 2838
3141 if (god && (strcmp (god, "none"))) 2839 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); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2841 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2843 }
3146#else 2844#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2846#endif
3149 2847
3150 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2849 * exp loss on the stone.
3152 */ 2850 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2853 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2855 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); 2856 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3159 tmp->msg = buf; 2857 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2860
3163 /**************************************/ 2861 /**************************************/
3164 /* */ 2862 /* */
3165 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3168 /* */ 2866 /* */
3169 /**************************************/ 2867 /**************************************/
3170 2868
3171 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2870 /* restore player */
3173 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3175 2873
3176 if (tmp) 2874 if (tmp)
3177 { 2875 {
3178 tmp->destroy (); 2876 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2878 }
3181 2879
3182 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2882 if (tmp)
3185 { 2883 {
3186 tmp->destroy (); 2884 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2886 }
3189 2887
3190 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3191 2889
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3195 op->stats.food = 900; 2893 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2897
3200 /* 2898 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3203 * in the map. 2901 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3208 2903
3209 /****************************************/ 2904 /****************************************/
3210 /* */ 2905 /* */
3211 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3213 /* */ 2908 /* */
3214 /****************************************/ 2909 /****************************************/
3215 2910
3216 enter_player_savebed (op); 2911 enter_player_savebed (op);
3217 2912
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2913 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2914
3224 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2918 * on the space that might harm the player.
3228 */ 2919 */
3229 will_kill_again = 0; 2920 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3233 2924
3234 if (will_kill_again) 2925 if (will_kill_again)
3235 { 2926 {
3236 object *force; 2927 object *force;
3237 int at; 2928 int at;
3238 2929
3239 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2932 force->speed = 0.1;
3242 force->speed_left = -5.0; 2933 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2937 force->resist[at] = 100;
3247 2938
3248 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3249 fix_player (op); 2940 op->update_stats ();
3250 2941
3251 } 2942 }
3252 2943
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 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} 2945}
3322
3323 2946
3324void 2947void
3325loot_object (object *op) 2948loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3328 2951
3329 if (op->container) 2952 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2953
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3335 { 2955 {
3336 next = tmp->below; 2956 next = tmp->below;
2957
3337 if (tmp->invisible) 2958 if (tmp->invisible)
3338 continue; 2959 continue;
2960
3339 tmp->remove (); 2961 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3341 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2966
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2968 {
3347 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3348 { 2970 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2972 tmp2->destroy ();
3361/* 2983/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2986 * was changed.
3365 */ 2987 */
3366
3367void 2988void
3368fix_weight (void) 2989fix_weight (void)
3369{ 2990{
3370 player *pl; 2991 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2992 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2994
3376 if (old == sum) 2995 if (old == sum)
3377 continue; 2996 continue;
3378 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2999 }
3381} 3000}
3382 3001
3383void 3002void
3384fix_luck (void) 3003fix_luck (void)
3385{ 3004{
3386 player *pl; 3005 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3391} 3008}
3392
3393 3009
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3397 */ 3013 */
3398
3399void 3014void
3400cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3401{ 3016{
3402 object *skop, *spob; 3017 object *skop, *spob;
3403 3018
3437 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3438 { 3053 {
3439 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3441 } 3056 }
3057
3442 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3443} 3059}
3444 3060
3445int 3061int
3446is_true_undead (object *op) 3062is_true_undead (object *op)
3447{ 3063{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3065 return 1;
3452 3066
3453 return 0; 3067 return 0;
3454} 3068}
3513 3127
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3129
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3520 { 3133 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3135 make_visible (op);
3523 return; 3136 return;
3524 } 3137 }
3525 else 3138 else
3526 num += 20; 3139 num += 20;
3527 } 3140
3528 num += op->map->difficulty; 3141 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3143 num -= hide;
3144
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3146 {
3533 make_visible (op); 3147 make_visible (op);
3534 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3150 }
3537 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3153}
3542 3154
3543/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3544 3156
3545int 3157int
3612 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3613 { 3225 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3227 return -1;
3616 } 3228 }
3229
3617 if (!pl || !op) 3230 if (!pl || !op)
3618 return 0; 3231 return 0;
3619 3232
3620 if (op->head)
3621 {
3622 op = op->head; 3233 op = op->head_ ();
3623 } 3234
3624 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3625 3236
3626 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3238 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3636 3247
3637 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3250 * for any meaningful values.
3640 */ 3251 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3255 return 1;
3645 op = op->more; 3256 op = op->more;
3646 } 3257 }
3647 return 0; 3258 return 0;
3648} 3259}
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3357 int i = 0, j = 0;
3747 3358
3748 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3757 3368
3758 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3759 return; 3370 return;
3760 3371
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3373
3763 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3764 { 3375 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3377 return;
3767 } 3378 }
3768 3379
3834 { 3445 {
3835 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3447 object *skin;
3837 3448
3838 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 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); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3840 if (skin == NULL) 3454 if (!skin)
3841 return; 3455 return;
3842 3456
3843 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3459 {
3890 * not readied. 3504 * not readied.
3891 */ 3505 */
3892void 3506void
3893player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3894{ 3508{
3895 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3896 3511
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3898 { 3513 pl->combat_ob = 0;
3514
3899 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3900 { 3516 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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