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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 1.133 by root, Sat May 12 22:04:20 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 = 0.5f;
325 ob->speed = 1.0f;
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{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
822 int sum = 0; 793 int sum = 0;
823 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
825 796
826 do 797 if (sum >= 82 && sum <= 116)
798 break;
827 { 799 }
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 }
837 while (sum < 82 || sum > 116);
838 800
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 + NUM_STATS, 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? */ 804 for (int i = 0; i < NUM_STATS; ++i)
849 do 805 stats.stat (i) = statsort [i];
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);
864 806
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
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; 807 stats.exp = 0;
884 op->stats.ac = 0; 808 stats.ac = 0;
885 809
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; 810 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
894 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
895} 822}
896 823
897void 824void
898Roll_Again (object *op) 825object::swap_stats (int a, int b)
899{ 826{
900 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 828
905void 829 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
907{ 856{
908 signed char tmp;
909 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
910 858
911 if (op->contr->Swap_First == -1) 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
1026 864
1027/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1031 * not the class. 869 * not the class.
1032 */ 870 */
1033 871void
1034int 872player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 873{
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 */ 874 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 876
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 878 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1055 880
1056 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1058 883
1059 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1060 885
1061 if (op->msg) 886 if (ob->msg)
1062 op->msg = NULL; 887 ob->msg = 0;
1063 888
1064 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1065 * to save here. 890 * to save here.
1066 */ 891 */
892 {
893 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1069 897
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 898 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 901 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1078 fix_player (op); 903 ob->update_stats ();
1079 904
1080 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1081 * is one for this race 906 * is one for this race
1082 */ 907 */
1083 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1084 { 909 {
1085 object *tmp; 910 object *tmp;
1086 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1087 912
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 914 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1095 * default initial map */ 920 * default initial map */
1096 tmp->destroy (); 921 tmp->destroy ();
1097 } 922 }
1098 else 923 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
1100 926
1101 return 0; 927void
1102 } 928player::chargen_race_next ()
1103 929{
1104 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1106 */ 932 */
1107 933
1108 tmp_loop = 0; 934 do
1109 while (!tmp_loop)
1110 { 935 {
1111 shstr name = op->name; 936 shstr name = ob->name;
1112 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1113 938
1114 remove_statbonus (op); 939 ob->remove_statbonus ();
1115 op->remove (); 940 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 943 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1121 op->x = x; 946 ob->x = x;
1122 op->y = y; 947 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 951 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 952 }
953 while (!allowed_class (ob));
1129 954
1130 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 957 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 960 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} 961}
1192 962
1193void 963void
1194flee_player (object *op) 964flee_player (object *op)
1195{ 965{
1242 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1014 op->enemy = NULL;
1245} 1015}
1246 1016
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* 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 1018 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1019 * stop.
1251 */ 1020 */
1252int 1021int
1253check_pick (object *op) 1022check_pick (object *op)
1254{ 1023{
1255 object *tmp, *next; 1024 object *tmp, *next;
1256 int stop = 0; 1025 int stop = 0;
1257 int j, k, wvratio; 1026 int wvratio;
1258 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1259 1028
1260 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1262 return 1; 1031 return 1;
1263 1032
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 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)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1103 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 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 } 1108 }
1109
1368 /* philosophy: 1110 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1111 * 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 1112 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1115 * example.
1374 * The drawback: right now it has no frontend, so you need to 1116 * 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 1117 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1369 * found object is returned.
1628 */ 1370 */
1629object * 1371object *
1630find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1631{ 1373{
1632 object *tmp = NULL; 1374 object *tmp = 0;
1633 1375
1634 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1638 return op; 1380 return op;
1381
1639 return tmp; 1382 return tmp;
1640} 1383}
1641 1384
1642/* 1385/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1390 */
1648
1649object * 1391object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1393{
1652 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1462 * op = the shooter
1721 * type = bow->race 1463 * type = bow->race
1722 * dir = fire direction 1464 * dir = fire direction
1723 */ 1465 */
1724
1725object * 1466object *
1726pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1727{ 1468{
1728 object *tmp = NULL; 1469 object *tmp = NULL;
1729 maptile *m; 1470 maptile *m;
1794 */ 1535 */
1795int 1536int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1538{
1798 object *left, *bow; 1539 object *left, *bow;
1799 int bowspeed, mflags; 1540 int mflags;
1800 maptile *m; 1541 maptile *m;
1801 1542
1802 if (!dir) 1543 if (!dir)
1803 { 1544 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1546 return 0;
1806 } 1547 }
1807 1548
1808 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1809 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1810 else 1555 else
1811 { 1556 {
1812 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1564 if (!bow)
1820 { 1565 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1567 return 0;
1823 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1824 } 1577 }
1825 1578
1826 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1827 { 1580 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1582 return 0;
1830 } 1583 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1584
1841 if (arrow == NULL) 1585 if (arrow == NULL)
1842 { 1586 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1588 {
1845 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 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 */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1592 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1850 return 0; 1595 return 0;
1851 } 1596 }
1852 } 1597 }
1853 1598
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1621 return 0;
1877 } 1622 }
1878 1623
1879 arrow->set_owner (op); 1624 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1626 arrow->direction = dir;
1883 arrow->x = sx; 1627
1884 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1661
1886 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1887 { 1663 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 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
1899 /* Note that this was different for monsters - they got their level
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
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1921 } 1671 }
1922 else 1672 else
1923 { 1673 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1674 arrow->level = op->level;
1926 } 1675 arrow->stats.wc -= bow->magic;
1927 1676
1928 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1929 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1930 1682
1931 if (bow->slaying) 1683 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1685
1934 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1689
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1940 1692
1941 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1694 move_arrow (arrow);
1943 1695
1944 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1964{ 1716{
1965 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1966 1718
1967 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1968 { 1720 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1722 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1724 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1726 wcmod = -1;
1727
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1729 }
1977 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1978 { 1731 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1737 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 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); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1741 }
1990 else 1742 else
1991 { 1743 {
1992 /* Simple case */ 1744 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1746 }
1747
1995 return ret; 1748 return ret;
1996} 1749}
1997 1750
1998 1751
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2001 */ 1754 */
2002void 1755void
2003fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2004{ 1757{
2005 object *item; 1758 object *item = op->contr->ranged_ob;
2006 1759
2007 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2008 { 1761 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1763 return;
2011 } 1764 }
2012 1765
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1766 if (!item->inv)
2015 { 1767 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1769 return;
2018 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2019 if (item->type == WAND) 1775 if (item->type == WAND)
2020 { 1776 {
2021 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2022 { 1778 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 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)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2025 return; 1782 return;
2026 } 1783 }
2027 } 1784 }
2028 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2029 { 1786 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1788 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2033 if (item->type == ROD) 1791 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)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1793 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2037 return; 1796 return;
2038 } 1797 }
2039 } 1798 }
2040 1799
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1808
2050 if (item->arch) 1809 if (item->arch)
2051 { 1810 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2054 item->speed = 0; 1813 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1814 }
1815
2057 if ((tmp = item->in_player ())) 1816 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1818 }
2060 } 1819 }
2061 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1821 drain_rod_charge (item);
2064 }
2065 } 1822 }
2066} 1823}
2067 1824
2068/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2069 */ 1826 */
2074 1831
2075 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2077 make_visible (op); 1834 make_visible (op);
2078 1835
2079 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2080 { 1839 {
2081 case range_none: 1840 control_golem (op->contr->golem, dir);
2082 return; 1841 return;
1842 }
2083 1843
2084 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2085 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2086 return; 1853 break;
2087 1854
2088 case range_magic: /* Casting spells */ 1855 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1857 break;
2091 1858
2092 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2093 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2094 return; 1870 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 } 1871 }
2122} 1872}
2123
2124
2125 1873
2126/* find_key 1874/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1875 * 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 1876 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1879 * pl is the player,
2132 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2135 */ 1883 */
2136
2137object * 1884object *
2138find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2139{ 1886{
2140 object *tmp, *key; 1887 object *tmp, *key;
2141 1888
2142 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1890 if (!container->inv)
2144 return NULL; 1891 return 0;
2145 1892
2146 /* First, lets try to find a key in the top level inventory */ 1893 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1895 {
2149 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1897 break;
2151 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2153 */ 1900 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1902 break;
2156 } 1903 }
1904
2157 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1906 /* 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 1907 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1908 * a key, return
2161 */ 1909 */
2162 if (!tmp) 1910 if (!tmp)
2163 { 1911 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1913 {
2166 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1916 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2170 return key; 1918 return key;
2171 } 1919 }
2172 } 1920 }
1921
2173 if (!tmp) 1922 if (!tmp)
2174 return NULL; 1923 return NULL;
2175 } 1924 }
1925
2176 /* We get down here if we have found a key. Now if its in a container, 1926 /* 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 1927 * see if we actually want to use it
2178 */ 1928 */
2179 if (pl != container) 1929 if (pl != container)
2180 { 1930 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 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)); 1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1953 return NULL;
2204 } 1954 }
2205 } 1955 }
1956
2206 return tmp; 1957 return tmp;
2207} 1958}
2208 1959
2209/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2224 if (key) 1975 if (key)
2225 { 1976 {
2226 object *container = key->env; 1977 object *container = key->env;
2227 1978
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
2229 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2230 make_visible (op); 1982 make_visible (op);
1983
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2233 if (door->type == DOOR) 1987 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2238 { 1990 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1991 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 ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1993 }
1994
2242 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2245 if (container != op) 1998 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2247 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2248 } 2002 }
2249 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2250 { 2004 {
2251 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2007 return 1;
2254 } 2008 }
2009
2255 return 0; 2010 return 0;
2256} 2011}
2257 2012
2258/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2263 */ 2018 */
2264void 2019void
2265move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2266{ 2021{
2267 object *tmp, *mon; 2022 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2023 int on_battleground;
2270 maptile *m; 2024 maptile *m;
2271 2025
2272 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2274 2028
2275 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2276 2030
2277 /* If braced, or can't move to the square, and it is not out of the 2031 /* 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 2032 * map, attack it. Note order of if statement is important - don't
2285 */ 2039 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2041 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2043 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2291 if (!m) 2045 if (!m)
2292 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2293 } 2047 }
2294 else 2048 else
2295 m = op->map; 2049 m = op->map;
2296 2050
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2051 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; 2052 return;
2301 }
2302 2053
2303 mon = 0; 2054 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* 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. 2056 * 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 2057 * 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))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2111 {
2361 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2113 if (op->contr->braced)
2363 return; 2114 return;
2115
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2119 make_visible (op);
2120
2368 return; 2121 return;
2369 } 2122 }
2370 2123
2371 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2139 !on_battleground))
2387 { 2140 {
2388 if (!op->contr->braced) 2141 if (!op->contr->braced)
2389 { 2142 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2392 } 2145 }
2393 else 2146 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2395 2148
2396 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2168 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2171 {
2420
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2427 {
2428 op->speed_left += op->speed / op->contr->weapon_sp;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2173
2433 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2434 2175
2435 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2455int 2196int
2456move_player (object *op, int dir) 2197move_player (object *op, int dir)
2457{ 2198{
2458 int pick; 2199 int pick;
2459 2200
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2202 return 0;
2462 2203
2463 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2465 { 2206 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2208 return 0;
2468 } 2209 }
2469 2210
2470 /* peterm: added following line */ 2211 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2214
2474 op->facing = dir; 2215 op->facing = dir;
2475 2216
2476 if (op->hide) 2217 if (op->hide)
2477 do_hidden_move (op); 2218 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2511 */ 2252 */
2512int 2253int
2513handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2514{ 2255{
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)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2257 {
2537 flee_player (op); 2258 flee_player (op);
2259
2538 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2540 { 2262 {
2541 op->speed_left--; 2263 --op->speed_left;
2542 return 0; 2264 return 0;
2543 } 2265 }
2544 } 2266 }
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 2267
2554 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2270 * called, so we recheck it here.
2557 */ 2271 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2273 return 1;
2564 2274
2275 if (op->speed_left > 0.f)
2276 {
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2278 {
2567 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2280 --op->speed_left;
2569 2281
2570 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2573 */ 2285 */
2574 move_player (op, op->direction); 2286 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2287
2576 return 1; 2288 return op->speed_left > 0.f;
2577 else 2289 }
2578 return 0;
2579 } 2290 }
2580 2291
2581 return 0; 2292 return 0;
2582} 2293}
2583 2294
2603 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2604 2315
2605 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2606 op->stats.food = 999; 2317 op->stats.food = 999;
2607 2318
2608 fix_player (op); 2319 op->update_stats ();
2609 return 1; 2320 return 1;
2610 } 2321 }
2611 2322
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2332 * from.
2622 */ 2333 */
2623void 2334void
2624remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2625{ 2336{
2626 object *next;
2627
2628 while (op) 2337 while (op)
2629 { 2338 {
2630 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2340
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2342 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2641 } 2347 }
2642 else if (op->inv) 2348 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2644 2350
2645 op = next; 2351 op = next;
2646 } 2352 }
2647} 2353}
2648
2649 2354
2650/* 2355/*
2651 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2393 strcat (buf2, buf);
2689 2394
2690 return buf2; 2395 return buf2;
2691} 2396}
2692
2693
2694 2397
2695void 2398void
2696do_some_living (object *op) 2399do_some_living (object *op)
2697{ 2400{
2698 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2407 int rate_grace = 2000;
2705 const int max_hp = 1; 2408 const int max_hp = 1;
2706 const int max_sp = 1; 2409 const int max_sp = 1;
2707 const int max_grace = 1; 2410 const int max_grace = 1;
2708 2411
2709 if (op->contr->outputs_sync) 2412 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 } 2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2715 2430
2716 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2717 { 2432 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2437 else
2724 { 2438 {
2725 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2441 }
2442
2728 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2445 else
2731 { 2446 {
2732 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2449 }
2450
2735 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2453 else
2738 { 2454 {
2739 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2457 }
2742 2458
2743 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2461 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 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) 2463 if (op->stats.sp < op->stats.maxsp)
2748 { 2464 {
2749 op->stats.sp++; 2465 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2473 op->stats.food = last_food;
2758 } 2474 }
2759 } 2475 }
2476
2760 if (max_sp > 1) 2477 if (max_sp > 1)
2761 { 2478 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2480 if (over_sp > 0)
2764 { 2481 {
2765 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2766 { 2483 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2487 op->stats.sp--;
2488
2770 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2772 } 2491 }
2773 op->last_sp = 0; 2492 op->last_sp = 0;
2774 } 2493 }
2775 else 2494 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2496 }
2780 else 2497 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2499 }
2785 2500
2786 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2789 { 2504 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2792 if (max_grace > 1) 2508 if (max_grace > 1)
2793 { 2509 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2511 if (over_grace > 0)
2796 { 2512 {
2824 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2542 op->stats.food = last_food;
2827 } 2543 }
2828 } 2544 }
2545
2829 if (max_hp > 1) 2546 if (max_hp > 1)
2830 { 2547 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2549 if (over_hp > 0)
2833 { 2550 {
2857 2574
2858 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2577 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2862 /* dms do not consume food */ 2580 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2582 op->stats.food--;
2865 } 2583 }
2866 }
2867 2584
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2586 {
2870 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2871 2588
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2590 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2598 break;
2882 } 2599 }
2883 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2884 flesh = tmp; 2601 flesh = tmp;
2885 } /* End if paid for object */ 2602 } /* End if paid for object */
2886 } /* end of for loop */ 2603 } /* end of for loop */
2604
2887 /* If player is still starving, it means they don't have any food, so 2605 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2606 * eat flesh instead.
2889 */ 2607 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2609 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2894 } 2612 }
2895 } /* end if player is starving */ 2613 }
2896 2614
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2899 2617
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2619 kill_player (op);
2620 }
2902} 2621}
2903
2904
2905 2622
2906/* If the player should die (lack of hp, food, etc), we call this. 2623/* 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 2624 * 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 2625 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2626 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2656 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..."); 2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2658
2942 /* restore player */ 2659 /* restore player */
2943 at = archetype::find ("poisoning"); 2660 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2662 {
2947 tmp->destroy (); 2663 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2665 }
2950 2666
2951 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2669 {
2955 tmp->destroy (); 2670 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2672 }
2958 2673
2960 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2677 op->stats.food = 999;
2963 2678
2964 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2681 {
2968 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2683 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2685 " 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); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2687 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2691 }
2979 2692
2980 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2695 op->contr->braced = 0;
2987 2700
2988 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2989 2702
2990 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2991 { 2704 {
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); 2705 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
3001 } 2707 }
3002 else 2708 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); 2709 sprintf (buf, "%s died.", &op->name);
3012 } 2710
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2712
3015 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3016 x = op->x; 2714 x = op->x;
3017 y = op->y; 2715 y = op->y;
3018 map = op->map; 2716 map = op->map;
3019 2717
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2719 * 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. 2720 * See the config.h file for a little more in depth detail about this.
3026 */ 2721 */
3027 2722
3028 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2725 * of death.
3031 */ 2726 */
3032#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3034 { 2729 {
3035 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2731 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2732 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2735 little bit harder. */
3041 /* GD */ 2736 /* GD */
3042 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2738 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2739 else
3048 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3049 num_stats_lose = 1; 2743 num_stats_lose = 1;
3050 } 2744
3051 lost_a_stat = 0; 2745 lost_a_stat = 0;
3052 2746
3053 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3054 { 2748 {
3055 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3056 2750
3057 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
2752 {
2753 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost.
2755 */
2756 change_attr_value (&(op->stats), i, -1);
2757 check_stat_bounds (&(op->stats));
2758 change_attr_value (&(op->contr->orig_stats), i, -1);
2759 check_stat_bounds (&(op->contr->orig_stats));
2760 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2761 lost_a_stat = 1;
2762 }
2763 else
2764 {
2765 /* deplete a stat */
2766 archetype *deparch = archetype::find ("depletion");
2767 object *dep;
2768
2769 dep = present_arch_in_ob (deparch, op);
2770 if (!dep)
3058 { 2771 {
3059 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3060 * what he lost. 2773 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2774 }
3069 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3070 { 2777 {
3071 /* deplete a stat */ 2778 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3073 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3074 2781 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2782 {
3078 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3080 } 2785
3081 lose_this_stat = 1; 2786 /* 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) 2787 if (keep_chance < 1)
2788 keep_chance = 1;
2789
2790 /* There is a maximum depletion total per level. */
2791 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2792 {
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; 2793 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2795 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 } 2796 }
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 */ 2797 else
3123 if (this_stat >= -50)
3124 { 2798 {
3125 change_attr_value (&(dep->stats), i, -1); 2799 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; 2800 lose_this_stat = 0;
2801 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2802 this_stat, keep_chance, loss_chance,
2803 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2804 }
3131 } 2805 }
3132 } 2806 }
2807
2808 if (lose_this_stat)
2809 {
2810 this_stat = get_attr_value (&(dep->stats), i);
2811 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a
2815 * difference.
2816 */
2817 if (this_stat >= -50)
2818 {
2819 change_attr_value (&(dep->stats), i, -1);
2820 SET_FLAG (dep, FLAG_APPLIED);
2821 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2822 op->update_stats ();
2823 lost_a_stat = 1;
2824 }
3133 } 2825 }
2826 }
2827 }
3134 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2829 if (!lost_a_stat)
3136 { 2830 {
3137 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3140 2834
3141 if (god && (strcmp (god, "none"))) 2835 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); 2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2837 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2839 }
3146#else 2840#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2842#endif
3149 2843
3150 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2845 * exp loss on the stone.
3152 */ 2846 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2849 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2851 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); 2852 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; 2853 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2856
3163 /**************************************/ 2857 /**************************************/
3164 /* */ 2858 /* */
3165 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3168 /* */ 2862 /* */
3169 /**************************************/ 2863 /**************************************/
3170 2864
3171 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2866 /* restore player */
3173 at = archetype::find ("poisoning"); 2867 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
3175 2869
3176 if (tmp) 2870 if (tmp)
3177 { 2871 {
3178 tmp->destroy (); 2872 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2874 }
3181 2875
3182 at = archetype::find ("confusion"); 2876 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2878 if (tmp)
3185 { 2879 {
3186 tmp->destroy (); 2880 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2882 }
3189 2883
3190 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3191 2885
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3195 op->stats.food = 900; 2889 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2893
3200 /* 2894 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2895 * 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 2896 * and put them back in the map.
3203 * in the map. 2897 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3208 2899
3209 /****************************************/ 2900 /****************************************/
3210 /* */ 2901 /* */
3211 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3213 /* */ 2904 /* */
3214 /****************************************/ 2905 /****************************************/
3215 2906
3216 enter_player_savebed (op); 2907 enter_player_savebed (op);
3217 2908
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2909 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2910
3224 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2914 * on the space that might harm the player.
3228 */ 2915 */
3229 will_kill_again = 0; 2916 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2917 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3233 2920
3234 if (will_kill_again) 2921 if (will_kill_again)
3235 { 2922 {
3236 object *force; 2923 object *force;
3237 int at; 2924 int at;
3238 2925
3239 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2928 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2933 force->resist[at] = 100;
3247 2934
3248 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3249 fix_player (op); 2936 op->update_stats ();
3250 2937
3251 } 2938 }
3252 2939
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 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} 2941}
3322
3323 2942
3324void 2943void
3325loot_object (object *op) 2944loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3328 2947
3329 if (op->container) 2948 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2949
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3335 { 2951 {
3336 next = tmp->below; 2952 next = tmp->below;
2953
3337 if (tmp->invisible) 2954 if (tmp->invisible)
3338 continue; 2955 continue;
2956
3339 tmp->remove (); 2957 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3341 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2962
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2964 {
3347 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3348 { 2966 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2968 tmp2->destroy ();
3361/* 2979/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2981 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2982 * was changed.
3365 */ 2983 */
3366
3367void 2984void
3368fix_weight (void) 2985fix_weight (void)
3369{ 2986{
3370 player *pl; 2987 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2988 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2990
3376 if (old == sum) 2991 if (old == sum)
3377 continue; 2992 continue;
3378 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2995 }
3381} 2996}
3382 2997
3383void 2998void
3384fix_luck (void) 2999fix_luck (void)
3385{ 3000{
3386 player *pl; 3001 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3391} 3004}
3392
3393 3005
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3397 */ 3009 */
3398
3399void 3010void
3400cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3401{ 3012{
3402 object *skop, *spob; 3013 object *skop, *spob;
3403 3014
3437 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3438 { 3049 {
3439 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3441 } 3052 }
3053
3442 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3443} 3055}
3444 3056
3445int 3057int
3446is_true_undead (object *op) 3058is_true_undead (object *op)
3447{ 3059{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3061 return 1;
3452 3062
3453 return 0; 3063 return 0;
3454} 3064}
3513 3123
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3125
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3126 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3520 { 3129 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3131 make_visible (op);
3523 return; 3132 return;
3524 } 3133 }
3525 else 3134 else
3526 num += 20; 3135 num += 20;
3527 } 3136
3528 num += op->map->difficulty; 3137 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3139 num -= hide;
3140
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3142 {
3533 make_visible (op); 3143 make_visible (op);
3534 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3146 }
3537 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3149}
3542 3150
3543/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3544 3152
3545int 3153int
3612 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3613 { 3221 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3223 return -1;
3616 } 3224 }
3225
3617 if (!pl || !op) 3226 if (!pl || !op)
3618 return 0; 3227 return 0;
3619 3228
3620 if (op->head)
3621 {
3622 op = op->head; 3229 op = op->head_ ();
3623 } 3230
3624 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3625 3232
3626 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3234 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3636 3243
3637 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3245 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3246 * for any meaningful values.
3640 */ 3247 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3251 return 1;
3645 op = op->more; 3252 op = op->more;
3646 } 3253 }
3647 return 0; 3254 return 0;
3648} 3255}
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3353 int i = 0, j = 0;
3747 3354
3748 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3757 3364
3758 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3759 return; 3366 return;
3760 3367
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3369
3763 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3764 { 3371 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3373 return;
3767 } 3374 }
3768 3375
3834 { 3441 {
3835 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3443 object *skin;
3837 3444
3838 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 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); 3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3448 ;
3449
3840 if (skin == NULL) 3450 if (!skin)
3841 return; 3451 return;
3842 3452
3843 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3455 {
3890 * not readied. 3500 * not readied.
3891 */ 3501 */
3892void 3502void
3893player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3894{ 3504{
3895 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3896 3507
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3898 { 3509 pl->combat_ob = 0;
3510
3899 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3900 { 3512 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3513}
3514
3515sint8
3516player::visibility_at (maptile *map, int x, int y) const
3517{
3518 if (!ns)
3519 return 0;
3520
3521 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0;
3524
3525 x += dx - ns->current_x + ns->mapx / 2;
3526 y += dy - ns->current_y + ns->mapy / 2;
3527
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y];
3532}

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