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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 1.126 by root, Sat May 12 16:06:42 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
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} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 169 ob->enter_exit (tmp);
305}
306 170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
307/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
309 * mode. 371 * mode.
310 */ 372 */
311 373player *
312int 374player::create ()
313add_player (client *ns)
314{ 375{
315 player *p = new player; 376 player *pl = new player;
316 377
317 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 379
320 p->next = first_player; 380 pl->ob->roll_stats ();
321 first_player = p; 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
322 383
323 p = get_player (p);
324
325 set_first_map (p->ob); 384 set_first_map (pl->ob);
326 385
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; 386 return pl;
336} 387}
337 388
338/* 389/*
339 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
365 416
366object * 417object *
367get_nearest_player (object *mon) 418get_nearest_player (object *mon)
368{ 419{
369 object *op = NULL; 420 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 421 objectlink *ol;
372 unsigned lastdist; 422 unsigned lastdist;
373 rv_vector rv; 423 rv_vector rv;
374 424
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 426 {
377 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 434 object *tmp = ol->ob;
385 435
386 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 437 * itself will have been cleared.
388 */ 438 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
390 ol = ol->next; 441 ol = ol->next;
391 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
392 if (!ol) 443 if (!ol)
393 return op; 444 return op;
394 } 445 }
407 { 458 {
408 op = ol->ob; 459 op = ol->ob;
409 lastdist = rv.distance; 460 lastdist = rv.distance;
410 } 461 }
411 } 462 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 463
413 { 464 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
418 { 467 {
419 op = pl->ob; 468 op = pl->ob;
420 lastdist = rv.distance; 469 lastdist = rv.distance;
421 } 470 }
422 } 471
423 }
424#if 0 472#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 474#endif
427 return op; 475 return op;
428} 476}
446 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 496 * is probably not a good thing.
449 */ 497 */
450#define MAX_SPACES 50 498#define MAX_SPACES 50
451
452 499
453/* 500/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 534 x = mon->x;
488 y = mon->y; 535 y = mon->y;
489 m = mon->map; 536 m = mon->map;
490 dir = rv.direction; 537 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
493 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 542 if (diff > max)
495 return 0; 543 return 0;
544
496 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
497 { 546 {
498 lastx = x; 547 lastx = x;
499 lasty = y; 548 lasty = y;
500 lastmap = m; 549 lastmap = m;
582 max--; 631 max--;
583 lastdir = dir; 632 lastdir = dir;
584 if (!firstdir) 633 if (!firstdir)
585 firstdir = dir; 634 firstdir = dir;
586 } 635 }
636
587 if (diff <= 1) 637 if (diff <= 1)
588 { 638 {
589 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 640 * headed toward player for entire distance.
591 */ 641 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 644 }
645
595 if (diff > max) 646 if (diff > max)
596 return 0; 647 return 0;
597 } 648 }
649
598 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
599 if (!max) 651 if (!max)
600 return 0; 652 return 0;
601 653
602 return firstdir; 654 return firstdir;
695 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
696 link_player_skills (pl); 748 link_player_skills (pl);
697} 749}
698 750
699void 751void
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) 752get_party_password (object *op, partylist *party)
785{ 753{
786 if (party == NULL) 754 if (party == NULL)
787 { 755 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 757 return;
790 } 758 }
759
791 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 764}
796
797 765
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 767static int
800roll_stat (void) 768roll_stat (void)
801{ 769{
802 int a[4], i, j, k; 770 int a[4], i, j, k;
803 771
804 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
806 774
807 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 776 if (a[i] < k)
809 k = a[i], j = i; 777 k = a[i], j = i;
810 778
811 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 780 if (i != j)
814 k += a[i]; 781 k += a[i];
815 } 782
816 return k; 783 return k;
817} 784}
818 785
819void 786void
820roll_stats (object *op) 787object::roll_stats ()
821{ 788{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 789 int statsort [7];
825 790
826 do 791 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 } 792 {
837 while (sum < 82 || sum > 116); 793 int sum = 0;
794 for (int i = 7; i--; )
795 sum += statsort [i] = roll_stat ();
838 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
839 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 802 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;
847 803
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]; 804 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
872 811
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; 812 stats.exp = 0;
884 op->stats.ac = 0; 813 stats.ac = 0;
885 814
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; 815 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
894 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
895} 827}
896 828
897void 829void
898Roll_Again (object *op) 830object::swap_stats (int a, int b)
899{ 831{
900 esrv_new_player (op->contr, 0); 832 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 833 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)? "); 834 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 835
905void 836 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843
844 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats
846 stats.ac = 0;
847
848 level = 1;
849 stats.exp = 0;
850 stats.ac = 0;
851
852 stats.hp = stats.maxhp;
853 stats.sp = stats.maxsp;
854 stats.grace = stats.maxgrace;
855
856 if (contr)
857 {
858 contr->levhp[1] = 9;
859 contr->levsp[1] = 6;
860 contr->levgrace[1] = 3;
861
862 contr->orig_stats = stats;
863 }
864}
865
866static void
867start_info (object *op)
907{ 868{
908 signed char tmp;
909 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
910 870
911 if (op->contr->Swap_First == -1) 871 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); 872 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 873 //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); 874 //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} 875}
1026 876
1027/* This function takes the key that is passed, and does the 877/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 878 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 879 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 880 * separate race and class; this actually changes the RACE,
1031 * not the class. 881 * not the class.
1032 */ 882 */
1033 883void
1034int 884player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 885{
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 */ 886 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 887 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 888
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 889 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 890 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, ob, 0, 0, 0);
1055 892
1056 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, ob->contr);
1058 895
1059 op->contr->state = ST_PLAYING; 896 ob->contr->ns->state = ST_PLAYING;
1060 897
1061 if (op->msg) 898 if (ob->msg)
1062 op->msg = NULL; 899 ob->msg = 0;
1063 900
1064 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
1065 * to save here. 902 * to save here.
1066 */ 903 */
904 {
905 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 907 make_path_to_file (buf);
908 }
1069 909
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 910 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 912 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 913 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 914 esrv_send_inventory (ob, ob);
1078 fix_player (op); 915 ob->update_stats ();
1079 916
1080 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1081 * is one for this race 918 * is one for this race
1082 */ 919 */
1083 if (*first_map_ext_path) 920 if (*first_map_ext_path)
1084 { 921 {
1085 object *tmp; 922 object *tmp;
1086 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1087 924
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 926 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1095 * default initial map */ 932 * default initial map */
1096 tmp->destroy (); 933 tmp->destroy ();
1097 } 934 }
1098 else 935 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
937}
1100 938
1101 return 0; 939void
1102 } 940player::chargen_race_next ()
1103 941{
1104 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
1106 */ 944 */
1107 945
1108 tmp_loop = 0; 946 do
1109 while (!tmp_loop)
1110 { 947 {
1111 shstr name = op->name; 948 shstr name = ob->name;
1112 int x = op->x, y = op->y; 949 int x = ob->x, y = ob->y;
1113 950
1114 remove_statbonus (op); 951 ob->remove_statbonus ();
1115 op->remove (); 952 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 953 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 954 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 955 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 956 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 957 ob->name = ob->name_pl = name;
1121 op->x = x; 958 ob->x = x;
1122 op->y = y; 959 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 962 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 963 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 964 }
965 while (!allowed_class (ob));
1129 966
1130 update_object (op, UP_OBJ_FACE); 967 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 969 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 970 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 971 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 972 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} 973}
1192 974
1193void 975void
1194flee_player (object *op) 976flee_player (object *op)
1195{ 977{
1242 /* Cornered, get rid of scared */ 1024 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1026 op->enemy = NULL;
1245} 1027}
1246 1028
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 1030 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1031 * stop.
1251 */ 1032 */
1252int 1033int
1253check_pick (object *op) 1034check_pick (object *op)
1254{ 1035{
1255 object *tmp, *next; 1036 object *tmp, *next;
1256 int stop = 0; 1037 int stop = 0;
1257 int j, k, wvratio; 1038 int wvratio;
1258 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1259 1040
1260 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1262 return 1; 1043 return 1;
1263 1044
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1115 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 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 } 1120 }
1121
1368 /* philosophy: 1122 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1123 * 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 1124 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1126 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1127 * example.
1374 * The drawback: right now it has no frontend, so you need to 1128 * 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 1129 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1381 * found object is returned.
1628 */ 1382 */
1629object * 1383object *
1630find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1631{ 1385{
1632 object *tmp = NULL; 1386 object *tmp = 0;
1633 1387
1634 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1638 return op; 1392 return op;
1393
1639 return tmp; 1394 return tmp;
1640} 1395}
1641 1396
1642/* 1397/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * 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 1399 * 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 1400 * 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. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1402 */
1648
1649object * 1403object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1405{
1652 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1474 * op = the shooter
1721 * type = bow->race 1475 * type = bow->race
1722 * dir = fire direction 1476 * dir = fire direction
1723 */ 1477 */
1724
1725object * 1478object *
1726pick_arrow_target (object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1727{ 1480{
1728 object *tmp = NULL; 1481 object *tmp = NULL;
1729 maptile *m; 1482 maptile *m;
1803 { 1556 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1558 return 0;
1806 } 1559 }
1807 1560
1808 if (op->type == PLAYER) 1561 if (player *pl = op->contr)
1809 bow = op->contr->ranges[range_bow]; 1562 {
1563 bow = pl->ranged_ob;
1564 if (!op->change_weapon (bow))
1565 return 0;
1566 }
1810 else 1567 else
1811 { 1568 {
1812 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* 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. 1571 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1576 if (!bow)
1820 { 1577 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1579 return 0;
1823 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1824 } 1589 }
1825 1590
1826 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1827 { 1592 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1845 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 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 */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1613 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1850 return 0; 1616 return 0;
1851 } 1617 }
1852 } 1618 }
1853 1619
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1642 return 0;
1877 } 1643 }
1878 1644
1879 arrow->set_owner (op); 1645 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1646 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1647 arrow->direction = dir;
1883 arrow->x = sx; 1648
1884 arrow->y = sy; 1649 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1650 arrow->stats.hp = arrow->stats.dam;
1651 arrow->stats.grace = arrow->attacktype;
1652
1653 if (arrow->slaying)
1654 arrow->spellarg = strdup (arrow->slaying);
1885 1655
1886 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1887 { 1657 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1659 op->update_stats ();
1890 } 1660 }
1891 1661
1892 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898 1663
1899 /* Note that this was different for monsters - they got their level 1664 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 1665
1905 /* update the speed */ 1666 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1667 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1668 + bow->stats.dam / 7.0;
1908 1669
1909 if (arrow->speed < 1.0) 1670 arrow->set_speed (max (arrow->speed, 2.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1913 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1914 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1915 { 1676 {
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; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1682
1683 arrow->attacktype |= op->attacktype;
1921 } 1684 }
1922 else 1685 else
1923 { 1686 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1687 arrow->level = op->level;
1926 } 1688 arrow->stats.wc -= bow->magic;
1927 1689
1928 if (arrow->attacktype == AT_PHYSICAL) 1690 if (!arrow->slaying)
1691 arrow->slaying = bow->slaying;
1692
1929 arrow->attacktype |= bow->attacktype; 1693 arrow->attacktype |= bow->attacktype;
1694 }
1930 1695
1931 if (bow->slaying) 1696 arrow->stats.wc -= arrow->level;
1932 arrow->slaying = bow->slaying;
1933 1697
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1698 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1699 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1700
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1701 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1702 m->insert (arrow, sx, sy, op);
1940 1703
1941 if (!arrow->destroyed ()) 1704 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1705 move_arrow (arrow);
1943 1706
1944 if (op->type == PLAYER) 1707 if (op->type == PLAYER)
1964{ 1727{
1965 int ret = 0, wcmod = 0; 1728 int ret = 0, wcmod = 0;
1966 1729
1967 if (op->contr->bowtype == bow_bestarrow) 1730 if (op->contr->bowtype == bow_bestarrow)
1968 { 1731 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1733 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1734 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1735 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1736 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1737 wcmod = -1;
1738
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1740 }
1977 else if (op->contr->bowtype == bow_threewide) 1741 else if (op->contr->bowtype == bow_threewide)
1978 { 1742 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1747 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1748 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1750 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1751 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1752 }
1990 else 1753 else
1991 { 1754 {
1992 /* Simple case */ 1755 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1756 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1757 }
1758
1995 return ret; 1759 return ret;
1996} 1760}
1997 1761
1998 1762
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1763/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1764 * Broken apart from 'fire' to keep it more readable.
2001 */ 1765 */
2002void 1766void
2003fire_misc_object (object *op, int dir) 1767fire_misc_object (object *op, int dir)
2004{ 1768{
2005 object *item; 1769 object *item = op->contr->ranged_ob;
2006 1770
2007 if (!op->contr->ranges[range_misc]) 1771 if (!item)
2008 { 1772 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1773 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1774 return;
2011 } 1775 }
2012 1776
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1777 if (!item->inv)
2015 { 1778 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1779 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1780 return;
2018 } 1781 }
1782
1783 if (!op->change_weapon (item))
1784 return;
1785
2019 if (item->type == WAND) 1786 if (item->type == WAND)
2020 { 1787 {
2021 if (item->stats.food <= 0) 1788 if (item->stats.food <= 0)
2022 { 1789 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1790 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1792
2025 return; 1793 return;
2026 } 1794 }
2027 } 1795 }
2028 else if (item->type == ROD || item->type == HORN) 1796 else if (item->type == ROD || item->type == HORN)
2029 { 1797 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1799 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1801
2033 if (item->type == ROD) 1802 if (item->type == ROD)
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1804 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1806
2037 return; 1807 return;
2038 } 1808 }
2039 } 1809 }
2040 1810
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1811 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1819
2050 if (item->arch) 1820 if (item->arch)
2051 { 1821 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2054 item->speed = 0; 1824 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1825 }
1826
2057 if ((tmp = item->in_player ())) 1827 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1829 }
2060 } 1830 }
2061 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1832 drain_rod_charge (item);
2064 }
2065 } 1833 }
2066} 1834}
2067 1835
2068/* Received a fire command for the player - go and do it. 1836/* Received a fire command for the player - go and do it.
2069 */ 1837 */
2074 1842
2075 /* check for loss of invisiblity/hide */ 1843 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1844 if (action_makes_visible (op))
2077 make_visible (op); 1845 make_visible (op);
2078 1846
2079 switch (op->contr->shoottype) 1847 player *pl = op->contr;
1848
1849 if (pl->golem)
2080 { 1850 {
2081 case range_none: 1851 control_golem (op->contr->golem, dir);
2082 return; 1852 return;
1853 }
2083 1854
2084 case range_bow: 1855 object *ob = pl->ranged_ob;
1856
1857 if (!ob)
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
2085 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
2086 return; 1864 break;
2087 1865
2088 case range_magic: /* Casting spells */ 1866 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1868 break;
2091 1869
2092 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 case SKILL_TOOL:
1876 do_skill (op, op, ob, dir, 0);
1877 break;
1878
1879 default:
2093 fire_misc_object (op, dir); 1880 fire_misc_object (op, dir);
2094 return; 1881 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 } 1882 }
2122} 1883}
2123
2124
2125 1884
2126/* find_key 1885/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1886 * 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 1887 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1888 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1890 * pl is the player,
2132 * inv is the objects inventory to searched 1891 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1892 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1893 * This function can be called recursively to search containers.
2135 */ 1894 */
2136
2137object * 1895object *
2138find_key (object *pl, object *container, object *door) 1896find_key (object *pl, object *container, object *door)
2139{ 1897{
2140 object *tmp, *key; 1898 object *tmp, *key;
2141 1899
2142 /* Should not happen, but sanity checking is never bad */ 1900 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1901 if (!container->inv)
2144 return NULL; 1902 return 0;
2145 1903
2146 /* First, lets try to find a key in the top level inventory */ 1904 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1905 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1906 {
2149 if (door->type == DOOR && tmp->type == KEY) 1907 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1908 break;
2151 /* For sanity, we should really check door type, but other stuff 1909 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1910 * (like containers) can be locked with special keys
2153 */ 1911 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1912 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1913 break;
2156 } 1914 }
1915
2157 /* No key found - lets search inventories now */ 1916 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1917 /* 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 1918 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1919 * a key, return
2161 */ 1920 */
2162 if (!tmp) 1921 if (!tmp)
2163 { 1922 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1923 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1924 {
2166 /* No reason to search empty containers */ 1925 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1926 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1927 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1928 if ((key = find_key (pl, tmp, door)))
2170 return key; 1929 return key;
2171 } 1930 }
2172 } 1931 }
1932
2173 if (!tmp) 1933 if (!tmp)
2174 return NULL; 1934 return NULL;
2175 } 1935 }
1936
2176 /* We get down here if we have found a key. Now if its in a container, 1937 /* 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 1938 * see if we actually want to use it
2178 */ 1939 */
2179 if (pl != container) 1940 if (pl != container)
2180 { 1941 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1962 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)); 1963 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1964 return NULL;
2204 } 1965 }
2205 } 1966 }
1967
2206 return tmp; 1968 return tmp;
2207} 1969}
2208 1970
2209/* moved door processing out of move_player_attack. 1971/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1972 * returns 1 if player has opened the door with a key
2224 if (key) 1986 if (key)
2225 { 1987 {
2226 object *container = key->env; 1988 object *container = key->env;
2227 1989
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1990 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1991
2229 if (action_makes_visible (op)) 1992 if (action_makes_visible (op))
2230 make_visible (op); 1993 make_visible (op);
1994
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1995 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1996 spring_trap (door->inv, op);
1997
2233 if (door->type == DOOR) 1998 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1999 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 2000 else if (door->type == LOCKED_DOOR)
2238 { 2001 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2002 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 ;-) */ 2003 remove_door2 (door); /* remove door without violence ;-) */
2241 } 2004 }
2005
2242 /* Do this after we print the message */ 2006 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2007 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2008 /* Need to update the weight the container the key was in */
2245 if (container != op) 2009 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2010 esrv_update_item (UPD_WEIGHT, op, container);
2011
2247 return 1; /* Nothing more to do below */ 2012 return 1; /* Nothing more to do below */
2248 } 2013 }
2249 else if (door->type == LOCKED_DOOR) 2014 else if (door->type == LOCKED_DOOR)
2250 { 2015 {
2251 /* Might as well return now - no other way to open this */ 2016 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2017 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2018 return 1;
2254 } 2019 }
2020
2255 return 0; 2021 return 0;
2256} 2022}
2257 2023
2258/* This function is just part of a breakup from move_player. 2024/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2025 * It should keep the code cleaner.
2263 */ 2029 */
2264void 2030void
2265move_player_attack (object *op, int dir) 2031move_player_attack (object *op, int dir)
2266{ 2032{
2267 object *tmp, *mon; 2033 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2034 int on_battleground;
2270 maptile *m; 2035 maptile *m;
2271 2036
2272 nx = freearr_x[dir] + op->x; 2037 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2038 sint16 ny = freearr_y[dir] + op->y;
2274 2039
2275 on_battleground = op_on_battleground (op, 0, 0); 2040 on_battleground = op_on_battleground (op, 0, 0);
2276 2041
2277 /* If braced, or can't move to the square, and it is not out of the 2042 /* 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 2043 * map, attack it. Note order of if statement is important - don't
2285 */ 2050 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2052 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2053 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2054 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2055 m = op->map->xy_find (nx, ny);
2291 if (!m) 2056 if (!m)
2292 return; /* Don't think this should happen */ 2057 return; /* Don't think this should happen */
2293 } 2058 }
2294 else 2059 else
2295 m = op->map; 2060 m = op->map;
2296 2061
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2062 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; 2063 return;
2301 }
2302 2064
2303 mon = 0; 2065 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2066 /* 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. 2067 * 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 2068 * 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))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2122 {
2361 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2124 if (op->contr->braced)
2363 return; 2125 return;
2126
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2130 make_visible (op);
2131
2368 return; 2132 return;
2369 } 2133 }
2370 2134
2371 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2150 !on_battleground))
2387 { 2151 {
2388 if (!op->contr->braced) 2152 if (!op->contr->braced)
2389 { 2153 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2155 push_ob (mon, dir, op);
2392 } 2156 }
2393 else 2157 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2158 new_draw_info (0, 0, op, "You withhold your attack");
2395 2159
2396 if (op->contr->tmp_invis || op->hide) 2160 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2175 * 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: 2176 * 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 2177 * 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. 2178 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2179 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2180 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))) 2181 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2182 {
2420 2183
2421 /* If the player hasn't hit something this tick, and does 2184 /* If the player hasn't hit something this tick, and does
2455int 2218int
2456move_player (object *op, int dir) 2219move_player (object *op, int dir)
2457{ 2220{
2458 int pick; 2221 int pick;
2459 2222
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2223 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2224 return 0;
2462 2225
2463 /* Sanity check: make sure dir is valid */ 2226 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2227 if ((dir < 0) || (dir >= 9))
2465 { 2228 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2229 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2230 return 0;
2468 } 2231 }
2469 2232
2470 /* peterm: added following line */ 2233 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2234 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2235 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2236
2474 op->facing = dir; 2237 op->facing = dir;
2475 2238
2476 if (op->hide) 2239 if (op->hide)
2477 do_hidden_move (op); 2240 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2273 * Returns true if there are more actions we can do.
2511 */ 2274 */
2512int 2275int
2513handle_newcs_player (object *op) 2276handle_newcs_player (object *op)
2514{ 2277{
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)) 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2279 {
2537 flee_player (op); 2280 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */ 2281 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2283 {
2541 op->speed_left--; 2284 op->speed_left--;
2542 return 0; 2285 return 0;
2543 } 2286 }
2544 } 2287 }
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 2288
2554 /* call this here - we also will call this in do_ericserver, but 2289 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2290 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2291 * called, so we recheck it here.
2557 */ 2292 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2293 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2294 return 1;
2560 ;
2561 2295
2562 if (op->speed_left < 0) 2296 if (op->speed_left > 0)
2563 return 0; 2297 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2298 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2299 {
2567 /* All move commands take 1 tick, at least for now */ 2300 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2301 op->speed_left--;
2569 2302
2570 /* Instead of all the stuff below, let move_player take care 2303 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2304 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2305 * there, as well as the confusion stuff.
2573 */ 2306 */
2574 move_player (op, op->direction); 2307 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2308
2576 return 1; 2309 return op->speed_left > 0;
2577 else 2310 }
2578 return 0;
2579 } 2311 }
2580 2312
2581 return 0; 2313 return 0;
2582} 2314}
2583 2315
2603 op->stats.hp = op->stats.maxhp; 2335 op->stats.hp = op->stats.maxhp;
2604 2336
2605 if (op->stats.food < 0) 2337 if (op->stats.food < 0)
2606 op->stats.food = 999; 2338 op->stats.food = 999;
2607 2339
2608 fix_player (op); 2340 op->update_stats ();
2609 return 1; 2341 return 1;
2610 } 2342 }
2611 2343
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2344 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2345 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2353 * from.
2622 */ 2354 */
2623void 2355void
2624remove_unpaid_objects (object *op, object *env) 2356remove_unpaid_objects (object *op, object *env)
2625{ 2357{
2626 object *next;
2627
2628 while (op) 2358 while (op)
2629 { 2359 {
2630 next = op->below; /* Make sure we have a good value, in case 2360 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2361
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2362 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2363 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2364 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2365 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2366
2367 op->insert_at (env);
2641 } 2368 }
2642 else if (op->inv) 2369 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2370 remove_unpaid_objects (op->inv, env);
2644 2371
2645 op = next; 2372 op = next;
2646 } 2373 }
2647} 2374}
2648
2649 2375
2650/* 2376/*
2651 * Returns pointer a static string containing gravestone text 2377 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2378 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2379 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2414 strcat (buf2, buf);
2689 2415
2690 return buf2; 2416 return buf2;
2691} 2417}
2692
2693
2694 2418
2695void 2419void
2696do_some_living (object *op) 2420do_some_living (object *op)
2697{ 2421{
2698 int last_food = op->stats.food; 2422 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2428 int rate_grace = 2000;
2705 const int max_hp = 1; 2429 const int max_hp = 1;
2706 const int max_sp = 1; 2430 const int max_sp = 1;
2707 const int max_grace = 1; 2431 const int max_grace = 1;
2708 2432
2709 if (op->contr->outputs_sync) 2433 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 } 2434 {
2435 op->invisible = 1000;
2436 /* the socket code flashes the player visible/invisible
2437 * depending on the value of invisible, so we need to
2438 * alternate it here for it to work correctly.
2439 */
2440 if (pticks & 2)
2441 op->invisible--;
2442 }
2443 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2444 {
2445 if (!op->invisible--)
2446 {
2447 make_visible (op);
2448 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2449 }
2450 }
2715 2451
2716 if (op->contr->state == ST_PLAYING) 2452 if (op->contr->ns->state == ST_PLAYING)
2717 { 2453 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2454 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2455 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2456 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2457 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2458 else
2724 { 2459 {
2725 gen_hp = op->stats.maxhp; 2460 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2461 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2462 }
2463
2728 if (op->contr->gen_sp >= 0) 2464 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2465 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2466 else
2731 { 2467 {
2732 gen_sp = op->stats.maxsp; 2468 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2469 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2470 }
2471
2735 if (op->contr->gen_grace >= 0) 2472 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2473 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2474 else
2738 { 2475 {
2739 gen_grace = op->stats.maxgrace; 2476 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2477 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2478 }
2742 2479
2743 /* Regenerate Spell Points */ 2480 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2481 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2482 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2483 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) 2484 if (op->stats.sp < op->stats.maxsp)
2748 { 2485 {
2749 op->stats.sp++; 2486 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2492 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2494 op->stats.food = last_food;
2758 } 2495 }
2759 } 2496 }
2497
2760 if (max_sp > 1) 2498 if (max_sp > 1)
2761 { 2499 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2500 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2501 if (over_sp > 0)
2764 { 2502 {
2765 if (op->stats.sp < op->stats.maxsp) 2503 if (op->stats.sp < op->stats.maxsp)
2766 { 2504 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2505 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2506
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2507 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2508 op->stats.sp--;
2509
2770 if (op->stats.sp > op->stats.maxsp) 2510 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2511 op->stats.sp = op->stats.maxsp;
2772 } 2512 }
2773 op->last_sp = 0; 2513 op->last_sp = 0;
2774 } 2514 }
2775 else 2515 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2517 }
2780 else 2518 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2519 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2520 }
2785 2521
2786 /* Regenerate Grace */ 2522 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2523 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2524 if (--op->last_grace < 0)
2789 { 2525 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2526 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2527 op->stats.grace++; /* no penalty in food for regaining grace */
2528
2792 if (max_grace > 1) 2529 if (max_grace > 1)
2793 { 2530 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2531 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2532 if (over_grace > 0)
2796 { 2533 {
2824 op->stats.food += op->contr->digestion; 2561 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2562 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2563 op->stats.food = last_food;
2827 } 2564 }
2828 } 2565 }
2566
2829 if (max_hp > 1) 2567 if (max_hp > 1)
2830 { 2568 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2569 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2570 if (over_hp > 0)
2833 { 2571 {
2857 2595
2858 if (op->contr->gen_hp > 0) 2596 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2598 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2599 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2600
2862 /* dms do not consume food */ 2601 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2602 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2603 op->stats.food--;
2865 } 2604 }
2866 }
2867 2605
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2606 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2607 {
2870 object *tmp, *flesh = NULL; 2608 object *tmp, *flesh = 0;
2871 2609
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2610 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2611 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2612 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2613 {
2614 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2615 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2616 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2617 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2618 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2619 break;
2882 } 2620 }
2883 else if (tmp->type == FLESH) 2621 else if (tmp->type == FLESH)
2884 flesh = tmp; 2622 flesh = tmp;
2885 } /* End if paid for object */ 2623 } /* End if paid for object */
2886 } /* end of for loop */ 2624 } /* end of for loop */
2625
2887 /* If player is still starving, it means they don't have any food, so 2626 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2627 * eat flesh instead.
2889 */ 2628 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2629 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2630 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2631 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2632 manual_apply (op, flesh, 0);
2894 } 2633 }
2895 } /* end if player is starving */ 2634 }
2896 2635
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2636 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2637 op->stats.food++, op->stats.hp--;
2899 2638
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2639 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2640 kill_player (op);
2641 }
2902} 2642}
2903
2904
2905 2643
2906/* If the player should die (lack of hp, food, etc), we call this. 2644/* 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 2645 * 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 2646 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2647 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2677 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..."); 2678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2679
2942 /* restore player */ 2680 /* restore player */
2943 at = archetype::find ("poisoning"); 2681 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2682 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2683 {
2947 tmp->destroy (); 2684 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2685 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2686 }
2950 2687
2951 at = archetype::find ("confusion"); 2688 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2689 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2690 {
2955 tmp->destroy (); 2691 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2692 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2693 }
2958 2694
2960 op->stats.hp = op->stats.maxhp; 2696 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2697 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2698 op->stats.food = 999;
2963 2699
2964 /* create a bodypart-trophy to make the winner happy */ 2700 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2701 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2702 {
2968 sprintf (buf, "%s's finger", &op->name); 2703 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2704 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2705 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2706 " 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); 2707 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2708 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2709 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2710 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2711 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2712 }
2979 2713
2980 /* teleport defeated player to new destination */ 2714 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2715 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2716 op->contr->braced = 0;
2987 2721
2988 command_kill_pets (op, 0); 2722 command_kill_pets (op, 0);
2989 2723
2990 if (op->stats.food < 0) 2724 if (op->stats.food < 0)
2991 { 2725 {
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); 2726 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2727 strcpy (op->contr->killer, "starvation");
3001 } 2728 }
3002 else 2729 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); 2730 sprintf (buf, "%s died.", &op->name);
3012 } 2731
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2732 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2733
3015 /* save the map location for corpse, gravestone */ 2734 /* save the map location for corpse, gravestone */
3016 x = op->x; 2735 x = op->x;
3017 y = op->y; 2736 y = op->y;
3018 map = op->map; 2737 map = op->map;
3019 2738
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2739 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2740 * 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. 2741 * See the config.h file for a little more in depth detail about this.
3026 */ 2742 */
3027 2743
3028 /* Basically two ways to go - remove a stat permanently, or just 2744 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2745 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2746 * of death.
3031 */ 2747 */
3032#ifndef COZY_SERVER 2748#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2749 if (settings.balanced_stat_loss)
3034 { 2750 {
3035 /* If stat loss is permanent, lose one stat only. */ 2751 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2752 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2753 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2754 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2755 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2756 little bit harder. */
3041 /* GD */ 2757 /* GD */
3042 if (settings.stat_loss_on_death) 2758 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2759 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2760 else
3048 { 2761 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2762 }
2763 else
3049 num_stats_lose = 1; 2764 num_stats_lose = 1;
3050 } 2765
3051 lost_a_stat = 0; 2766 lost_a_stat = 0;
3052 2767
3053 for (z = 0; z < num_stats_lose; z++) 2768 for (z = 0; z < num_stats_lose; z++)
3054 { 2769 {
3055 i = RANDOM () % NUM_STATS; 2770 i = RANDOM () % NUM_STATS;
3056 2771
3057 if (settings.stat_loss_on_death) 2772 if (settings.stat_loss_on_death)
3058 { 2773 {
3059 /* Pick a random stat and take a point off it. Tell the player 2774 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2775 * what he lost.
3061 */ 2776 */
3062 change_attr_value (&(op->stats), i, -1); 2777 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2778 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2779 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2780 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2781 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2782 lost_a_stat = 1;
2783 }
2784 else
2785 {
2786 /* deplete a stat */
2787 archetype *deparch = archetype::find ("depletion");
2788 object *dep;
2789
2790 dep = present_arch_in_ob (deparch, op);
2791 if (!dep)
2792 {
2793 dep = arch_to_object (deparch);
2794 insert_ob_in_ob (dep, op);
3068 } 2795 }
3069 else 2796 lose_this_stat = 1;
2797 if (settings.balanced_stat_loss)
3070 { 2798 {
3071 /* deplete a stat */ 2799 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2800 /* Get the stat that we're about to deplete. */
3073 object *dep; 2801 this_stat = get_attr_value (&(dep->stats), i);
3074 2802 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2803 {
3078 dep = arch_to_object (deparch); 2804 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2805 int keep_chance = this_stat * this_stat;
3080 } 2806
3081 lose_this_stat = 1; 2807 /* 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) 2808 if (keep_chance < 1)
2809 keep_chance = 1;
2810
2811 /* There is a maximum depletion total per level. */
2812 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2813 {
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; 2814 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2815 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2816 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 } 2817 }
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 */ 2818 else
3123 if (this_stat >= -50)
3124 { 2819 {
3125 change_attr_value (&(dep->stats), i, -1); 2820 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; 2821 lose_this_stat = 0;
2822 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2823 this_stat, keep_chance, loss_chance,
2824 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2825 }
3131 } 2826 }
3132 } 2827 }
2828
2829 if (lose_this_stat)
2830 {
2831 this_stat = get_attr_value (&(dep->stats), i);
2832 /* We could try to do something clever like find another
2833 * stat to reduce if this fails. But chances are, if
2834 * stats have been depleted to -50, all are pretty low
2835 * and should be roughly the same, so it shouldn't make a
2836 * difference.
2837 */
2838 if (this_stat >= -50)
2839 {
2840 change_attr_value (&(dep->stats), i, -1);
2841 SET_FLAG (dep, FLAG_APPLIED);
2842 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2843 op->update_stats ();
2844 lost_a_stat = 1;
2845 }
3133 } 2846 }
2847 }
2848 }
3134 /* If no stat lost, tell the player. */ 2849 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2850 if (!lost_a_stat)
3136 { 2851 {
3137 /* determine_god() seems to not work sometimes... why is this? 2852 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2853 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2854 const char *god = determine_god (op);
3140 2855
3141 if (god && (strcmp (god, "none"))) 2856 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); 2857 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2858 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2860 }
3146#else 2861#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2862 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2863#endif
3149 2864
3150 /* Put a gravestone up where the character 'almost' died. List the 2865 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2866 * exp loss on the stone.
3152 */ 2867 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2868 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2869 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2870 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2871 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2872 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); 2873 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; 2874 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2875 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2876 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2877
3163 /**************************************/ 2878 /**************************************/
3164 /* */ 2879 /* */
3165 /* Subtract the experience points, */ 2880 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2881 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2882 /* food, and reset HP's... */
3168 /* */ 2883 /* */
3169 /**************************************/ 2884 /**************************************/
3170 2885
3171 /* remove any poisoning and confusion the character may be suffering. */ 2886 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2887 /* restore player */
3173 at = archetype::find ("poisoning"); 2888 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2889 tmp = present_arch_in_ob (at, op);
3175 2890
3176 if (tmp) 2891 if (tmp)
3177 { 2892 {
3178 tmp->destroy (); 2893 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2894 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2895 }
3181 2896
3182 at = archetype::find ("confusion"); 2897 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2898 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2899 if (tmp)
3185 { 2900 {
3186 tmp->destroy (); 2901 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2902 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2903 }
3189 2904
3190 cure_disease (op, 0); /* remove any disease */ 2905 cure_disease (op, 0); /* remove any disease */
3191 2906
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2907 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2908 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2909 if (op->stats.food < 100)
3195 op->stats.food = 900; 2910 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2911 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2912 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2913 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2914
3200 /* 2915 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2916 * 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 2917 * and put them back in the map.
3203 * in the map. 2918 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2919 remove_unpaid_objects (op->inv, op);
3208 2920
3209 /****************************************/ 2921 /****************************************/
3210 /* */ 2922 /* */
3211 /* Move player to his current respawn- */ 2923 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2924 /* position (usually last savebed) */
3213 /* */ 2925 /* */
3214 /****************************************/ 2926 /****************************************/
3215 2927
3216 enter_player_savebed (op); 2928 enter_player_savebed (op);
3217 2929
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2930 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2931
3224 /* it is possible that the player has blown something up 2932 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2933 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2934 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2935 * on the space that might harm the player.
3228 */ 2936 */
3229 will_kill_again = 0; 2937 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2938 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2939 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2940 will_kill_again |= tmp->attacktype;
3233 2941
3234 if (will_kill_again) 2942 if (will_kill_again)
3235 { 2943 {
3236 object *force; 2944 object *force;
3237 int at; 2945 int at;
3238 2946
3239 force = get_archetype (FORCE_NAME); 2947 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2948 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2949 force->speed = 0.1;
3242 force->speed_left = -5.0; 2950 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2951 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2952 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2953 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2954 force->resist[at] = 100;
3247 2955
3248 insert_ob_in_ob (force, op); 2956 insert_ob_in_ob (force, op);
3249 fix_player (op); 2957 op->update_stats ();
3250 2958
3251 } 2959 }
3252 2960
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2961 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} 2962}
3322
3323 2963
3324void 2964void
3325loot_object (object *op) 2965loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2966{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2967 object *tmp, *tmp2, *next;
3328 2968
3329 if (op->container) 2969 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2970
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2971 for (tmp = op->inv; tmp; tmp = next)
3335 { 2972 {
3336 next = tmp->below; 2973 next = tmp->below;
2974
3337 if (tmp->invisible) 2975 if (tmp->invisible)
3338 continue; 2976 continue;
2977
3339 tmp->remove (); 2978 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2980
3341 if (tmp->type == CONTAINER) 2981 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2982 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2983
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2985 {
3347 if (tmp->nrof > 1) 2986 if (tmp->nrof > 1)
3348 { 2987 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2989 tmp2->destroy ();
3361/* 3000/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 3001 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 3002 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 3003 * was changed.
3365 */ 3004 */
3366
3367void 3005void
3368fix_weight (void) 3006fix_weight (void)
3369{ 3007{
3370 player *pl; 3008 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3009 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3011
3376 if (old == sum) 3012 if (old == sum)
3377 continue; 3013 continue;
3378 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3016 }
3381} 3017}
3382 3018
3383void 3019void
3384fix_luck (void) 3020fix_luck (void)
3385{ 3021{
3386 player *pl; 3022 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3391} 3025}
3392
3393 3026
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3397 */ 3030 */
3398
3399void 3031void
3400cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3401{ 3033{
3402 object *skop, *spob; 3034 object *skop, *spob;
3403 3035
3437 if (op->type == PLAYER) 3069 if (op->type == PLAYER)
3438 { 3070 {
3439 op->contr->tmp_invis = 0; 3071 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3072 op->contr->invis_race = 0;
3441 } 3073 }
3074
3442 update_object (op, UP_OBJ_FACE); 3075 update_object (op, UP_OBJ_CHANGE);
3443} 3076}
3444 3077
3445int 3078int
3446is_true_undead (object *op) 3079is_true_undead (object *op)
3447{ 3080{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3081 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3082 return 1;
3452 3083
3453 return 0; 3084 return 0;
3454} 3085}
3513 3144
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3145 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3146
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3147 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3148 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3149 if (!skop || num >= skop->level)
3520 { 3150 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3151 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3152 make_visible (op);
3523 return; 3153 return;
3524 } 3154 }
3525 else 3155 else
3526 num += 20; 3156 num += 20;
3527 } 3157
3528 num += op->map->difficulty; 3158 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3159 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3160 num -= hide;
3161
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3162 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3163 {
3533 make_visible (op); 3164 make_visible (op);
3534 if (op->type == PLAYER) 3165 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3166 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3167 }
3537 else if (op->type == PLAYER && skop) 3168 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3169 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3170}
3542 3171
3543/* determine if who is standing near a hostile creature. */ 3172/* determine if who is standing near a hostile creature. */
3544 3173
3545int 3174int
3612 if (pl->type != PLAYER) 3241 if (pl->type != PLAYER)
3613 { 3242 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3243 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3244 return -1;
3616 } 3245 }
3246
3617 if (!pl || !op) 3247 if (!pl || !op)
3618 return 0; 3248 return 0;
3619 3249
3620 if (op->head)
3621 {
3622 op = op->head; 3250 op = op->head_ ();
3623 } 3251
3624 get_rangevector (pl, op, &rv, 0x1); 3252 get_rangevector (pl, op, &rv, 0x1);
3625 3253
3626 /* starting with the 'head' part, lets loop 3254 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3255 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3256 * part that is in the los array but isnt on
3636 3264
3637 /* only the viewable area the player sees is updated by LOS 3265 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3266 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3267 * for any meaningful values.
3640 */ 3268 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3269 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3270 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3271 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3272 return 1;
3645 op = op->more; 3273 op = op->more;
3646 } 3274 }
3647 return 0; 3275 return 0;
3648} 3276}
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3373 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3374 int i = 0, j = 0;
3747 3375
3748 /* get the appropriate treasurelist */ 3376 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3377 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3378 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3379 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3380 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3381 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3382 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3383 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3384 trlist = treasurelist::find ("dragon_ability_poison");
3757 3385
3758 if (trlist == NULL || who->type != PLAYER) 3386 if (trlist == NULL || who->type != PLAYER)
3759 return; 3387 return;
3760 3388
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3389 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3390
3763 if (tr == NULL || tr->item == NULL) 3391 if (!tr || !tr->item)
3764 { 3392 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3393 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3394 return;
3767 } 3395 }
3768 3396
3834 { 3462 {
3835 /* forces in the treasurelist can alter the player's stats */ 3463 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3464 object *skin;
3837 3465
3838 /* first get the dragon skin force */ 3466 /* first get the dragon skin force */
3467 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); 3468 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3469 ;
3470
3840 if (skin == NULL) 3471 if (!skin)
3841 return; 3472 return;
3842 3473
3843 /* adding new spellpath attunements */ 3474 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3475 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3476 {
3890 * not readied. 3521 * not readied.
3891 */ 3522 */
3892void 3523void
3893player_unready_range_ob (player *pl, object *ob) 3524player_unready_range_ob (player *pl, object *ob)
3894{ 3525{
3895 rangetype i; 3526 if (pl->ob->current_weapon == ob)
3527 pl->ob->current_weapon = 0;
3896 3528
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3529 if (pl->combat_ob == ob)
3898 { 3530 pl->combat_ob = 0;
3531
3899 if (pl->ranges[i] == ob) 3532 if (pl->ranged_ob == ob)
3900 { 3533 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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