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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
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->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->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->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
209// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings
211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->close_container (); //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->close_container (); //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359}
360
361player::~player ()
362{
363 /* Clear item stack */
364 free (stack_items);
365}
366
307/* Tries to add player on the connection passwd in ns. 367/* 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 368 * All we can really get in this is some settings like host and display
309 * mode. 369 * mode.
310 */ 370 */
311 371player *
312int 372player::create ()
313add_player (client *ns)
314{ 373{
315 player *p = new player; 374 player *pl = new player;
316 375
317 p->ns = ns; 376 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 377 set_first_map (pl->ob);
326 378
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; 379 return pl;
336} 380}
337 381
338/* 382/*
339 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
365 409
366object * 410object *
367get_nearest_player (object *mon) 411get_nearest_player (object *mon)
368{ 412{
369 object *op = NULL; 413 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 414 objectlink *ol;
372 unsigned lastdist; 415 unsigned lastdist;
373 rv_vector rv; 416 rv_vector rv;
374 417
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 419 {
377 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 427 object *tmp = ol->ob;
385 428
386 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 430 * itself will have been cleared.
388 */ 431 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
390 ol = ol->next; 434 ol = ol->next;
391 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
392 if (!ol) 436 if (!ol)
393 return op; 437 return op;
394 } 438 }
407 { 451 {
408 op = ol->ob; 452 op = ol->ob;
409 lastdist = rv.distance; 453 lastdist = rv.distance;
410 } 454 }
411 } 455 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 456
413 { 457 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
418 { 460 {
419 op = pl->ob; 461 op = pl->ob;
420 lastdist = rv.distance; 462 lastdist = rv.distance;
421 } 463 }
422 } 464
423 }
424#if 0 465#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 467#endif
427 return op; 468 return op;
428} 469}
446 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 489 * is probably not a good thing.
449 */ 490 */
450#define MAX_SPACES 50 491#define MAX_SPACES 50
451
452 492
453/* 493/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 527 x = mon->x;
488 y = mon->y; 528 y = mon->y;
489 m = mon->map; 529 m = mon->map;
490 dir = rv.direction; 530 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 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); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
493 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 535 if (diff > max)
495 return 0; 536 return 0;
537
496 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
497 { 539 {
498 lastx = x; 540 lastx = x;
499 lasty = y; 541 lasty = y;
500 lastmap = m; 542 lastmap = m;
582 max--; 624 max--;
583 lastdir = dir; 625 lastdir = dir;
584 if (!firstdir) 626 if (!firstdir)
585 firstdir = dir; 627 firstdir = dir;
586 } 628 }
629
587 if (diff <= 1) 630 if (diff <= 1)
588 { 631 {
589 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 633 * headed toward player for entire distance.
591 */ 634 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 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); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 637 }
638
595 if (diff > max) 639 if (diff > max)
596 return 0; 640 return 0;
597 } 641 }
642
598 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
599 if (!max) 644 if (!max)
600 return 0; 645 return 0;
601 646
602 return firstdir; 647 return firstdir;
695 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
696 link_player_skills (pl); 741 link_player_skills (pl);
697} 742}
698 743
699void 744void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, 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->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 745get_party_password (object *op, partylist *party)
785{ 746{
786 if (party == NULL) 747 if (party == NULL)
787 { 748 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 750 return;
790 } 751 }
752
791 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 757}
796 758
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 760static int
800roll_stat (void) 761roll_stat (void)
801{ 762{
802 int a[4], i, j, k; 763 int a[4], i, j, k;
803 764
804 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
806 767
807 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 769 if (a[i] < k)
809 k = a[i], j = i; 770 k = a[i], j = i;
810 771
811 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 773 if (i != j)
814 k += a[i]; 774 k += a[i];
815 } 775
816 return k; 776 return k;
817} 777}
818 778
819void 779void
820roll_stats (object *op) 780object::roll_stats ()
821{ 781{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 782 int statsort [7];
825 783
826 do 784 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 785 {
837 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
838 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
839 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 796
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
872 804
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; 805 stats.exp = 0;
884 op->stats.ac = 0; 806 stats.ac = 0;
885 807
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; 808 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
894 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
895} 820}
896 821
897void 822void
898Roll_Again (object *op) 823object::swap_stats (int a, int b)
899{ 824{
900 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 828
905void 829 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
907{ 861{
908 signed char tmp;
909 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
910 863
911 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, 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->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->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->ns, 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->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 868}
1026 869
1027/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1031 * not the class. 874 * not the class.
1032 */ 875 */
1033
1034int 876int
1035key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1036{ 878{
1037 int tmp_loop; 879 int tmp_loop;
1038 880
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1046 { 882 {
1047 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1048 884
1049 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1065 * to save here. 901 * to save here.
1066 */ 902 */
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068 make_path_to_file (buf); 904 make_path_to_file (buf);
1069 905
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 906 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 909 link_player_skills (op);
1077 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
1078 fix_player (op); 911 op->update_stats ();
1079 912
1080 /* This moves the player to a different start map, if there 913 /* This moves the player to a different start map, if there
1081 * is one for this race 914 * is one for this race
1082 */ 915 */
1083 if (*first_map_ext_path) 916 if (*first_map_ext_path)
1084 { 917 {
1085 object *tmp; 918 object *tmp;
1086 char mapname[MAX_BUF]; 919 char mapname[MAX_BUF];
1087 920
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 922 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 923 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 924 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 925 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 926 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 927 * if the map isn't there, then stay on the
1095 * default initial map */ 928 * default initial map */
1096 tmp->destroy (); 929 tmp->destroy ();
1097 } 930 }
1098 else 931 else
1109 while (!tmp_loop) 942 while (!tmp_loop)
1110 { 943 {
1111 shstr name = op->name; 944 shstr name = op->name;
1112 int x = op->x, y = op->y; 945 int x = op->x, y = op->y;
1113 946
1114 remove_statbonus (op); 947 op->remove_statbonus ();
1115 op->remove (); 948 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 949 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 950 op->arch->clone.copy_to (op);
1118 op->instantiate (); 951 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 952 op->stats = op->contr->orig_stats;
1121 op->x = x; 954 op->x = x;
1122 op->y = y; 955 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 956 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 957 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 958 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 959 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 960 tmp_loop = allowed_class (op);
1128 } 961 }
1129 962
1130 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 964 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 965 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 966 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 967 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 968 op->stats.grace = 0;
1136 969
1137 if (op->msg) 970 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 972
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0; 974 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->ns->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} 975}
1192 976
1193void 977void
1194flee_player (object *op) 978flee_player (object *op)
1195{ 979{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1118 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 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)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 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 } 1123 }
1124
1368 /* philosophy: 1125 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1126 * 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 1127 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1130 * example.
1374 * The drawback: right now it has no frontend, so you need to 1131 * 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 1132 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1384 * found object is returned.
1628 */ 1385 */
1629object * 1386object *
1630find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1631{ 1388{
1632 object *tmp = NULL; 1389 object *tmp = 0;
1633 1390
1634 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1638 return op; 1395 return op;
1396
1639 return tmp; 1397 return tmp;
1640} 1398}
1641 1399
1642/* 1400/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * 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 1402 * 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 1403 * 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. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1405 */
1648
1649object * 1406object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1408{
1652 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1876 return 0; 1633 return 0;
1877 } 1634 }
1878 1635
1879 arrow->set_owner (op); 1636 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1638 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1639
1886 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1887 { 1641 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1643 op->update_stats ();
1890 } 1644 }
1891 1645
1892 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1648 arrow->stats.hp = arrow->stats.dam;
1904 1658
1905 /* update the speed */ 1659 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 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; 1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1662
1909 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1913 1665
1914 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1915 { 1667 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1930 1682
1931 if (bow->slaying) 1683 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1933 1685
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1688
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1940 1691
1941 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1693 move_arrow (arrow);
1943 1694
1944 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1970 } 1721 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1723 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1725 wcmod = -1;
1726
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1728 }
1977 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
1978 { 1730 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1801
2050 if (item->arch) 1802 if (item->arch)
2051 { 1803 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2054 item->speed = 0; 1806 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1807 }
1808
2057 if ((tmp = item->in_player ())) 1809 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1811 }
2060 } 1812 }
2061 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1814 drain_rod_charge (item);
2064 }
2065 } 1815 }
2066} 1816}
2067 1817
2068/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2069 */ 1819 */
2108 { 1858 {
2109 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return; 1861 return;
2112 } 1862 }
1863
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1865 return;
2115 case range_builder: 1866 case range_builder:
2116 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
2117 return; 1868 return;
2118 default: 1869 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return; 1871 return;
2121 } 1872 }
2122} 1873}
2123
2124
2125 1874
2126/* find_key 1875/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1876 * 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 1877 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1878 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1880 * pl is the player,
2132 * inv is the objects inventory to searched 1881 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1882 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1883 * This function can be called recursively to search containers.
2135 */ 1884 */
2136
2137object * 1885object *
2138find_key (object *pl, object *container, object *door) 1886find_key (object *pl, object *container, object *door)
2139{ 1887{
2140 object *tmp, *key; 1888 object *tmp, *key;
2141 1889
2142 /* Should not happen, but sanity checking is never bad */ 1890 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1891 if (!container->inv)
2144 return NULL; 1892 return 0;
2145 1893
2146 /* First, lets try to find a key in the top level inventory */ 1894 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1895 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1896 {
2149 if (door->type == DOOR && tmp->type == KEY) 1897 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1898 break;
2151 /* For sanity, we should really check door type, but other stuff 1899 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1900 * (like containers) can be locked with special keys
2153 */ 1901 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1903 break;
2156 } 1904 }
1905
2157 /* No key found - lets search inventories now */ 1906 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1907 /* 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 1908 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1909 * a key, return
2161 */ 1910 */
2162 if (!tmp) 1911 if (!tmp)
2163 { 1912 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1913 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1914 {
2166 /* No reason to search empty containers */ 1915 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1916 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1917 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1918 if ((key = find_key (pl, tmp, door)))
2170 return key; 1919 return key;
2171 } 1920 }
2172 } 1921 }
1922
2173 if (!tmp) 1923 if (!tmp)
2174 return NULL; 1924 return NULL;
2175 } 1925 }
1926
2176 /* We get down here if we have found a key. Now if its in a container, 1927 /* 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 1928 * see if we actually want to use it
2178 */ 1929 */
2179 if (pl != container) 1930 if (pl != container)
2180 { 1931 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1952 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)); 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1954 return NULL;
2204 } 1955 }
2205 } 1956 }
1957
2206 return tmp; 1958 return tmp;
2207} 1959}
2208 1960
2209/* moved door processing out of move_player_attack. 1961/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1962 * returns 1 if player has opened the door with a key
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2230 make_visible (op); 1982 make_visible (op);
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
2233 if (door->type == DOOR) 1986 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2238 { 1989 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 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 ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1992 }
1993
2242 /* Do this after we print the message */ 1994 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
2245 if (container != op) 1997 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2247 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2248 } 2001 }
2249 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2250 { 2003 {
2251 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2006 return 1;
2254 } 2007 }
2008
2255 return 0; 2009 return 0;
2256} 2010}
2257 2011
2258/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
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 (void) 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 2172
2421 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2455int 2207int
2456move_player (object *op, int dir) 2208move_player (object *op, int dir)
2457{ 2209{
2458 int pick; 2210 int pick;
2459 2211
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2213 return 0;
2462 2214
2463 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2465 { 2217 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2219 return 0;
2468 } 2220 }
2469 2221
2470 /* peterm: added following line */ 2222 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2225
2474 op->facing = dir; 2226 op->facing = dir;
2475 2227
2476 if (op->hide) 2228 if (op->hide)
2477 do_hidden_move (op); 2229 do_hidden_move (op);
2553 2305
2554 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2308 * called, so we recheck it here.
2557 */ 2309 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2310 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2311 return 1;
2560 ;
2561 2312
2562 if (op->speed_left < 0) 2313 if (op->speed_left > 0)
2563 return 0; 2314 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2316 {
2567 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2318 op->speed_left--;
2569 2319
2570 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2573 */ 2323 */
2574 move_player (op, op->direction); 2324 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2325
2576 return 1; 2326 return op->speed_left > 0;
2577 else 2327 }
2578 return 0;
2579 } 2328 }
2580 2329
2581 return 0; 2330 return 0;
2582} 2331}
2583 2332
2603 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2604 2353
2605 if (op->stats.food < 0) 2354 if (op->stats.food < 0)
2606 op->stats.food = 999; 2355 op->stats.food = 999;
2607 2356
2608 fix_player (op); 2357 op->update_stats ();
2609 return 1; 2358 return 1;
2610 } 2359 }
2611 2360
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2370 * from.
2622 */ 2371 */
2623void 2372void
2624remove_unpaid_objects (object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2625{ 2374{
2626 object *next;
2627
2628 while (op) 2375 while (op)
2629 { 2376 {
2630 next = op->below; /* Make sure we have a good value, in case 2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2378
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2380 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2381 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2382 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2383
2384 op->insert_at (env);
2641 } 2385 }
2642 else if (op->inv) 2386 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2387 remove_unpaid_objects (op->inv, env);
2644 2388
2645 op = next; 2389 op = next;
2646 } 2390 }
2647} 2391}
2648
2649 2392
2650/* 2393/*
2651 * Returns pointer a static string containing gravestone text 2394 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2395 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2396 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2431 strcat (buf2, buf);
2689 2432
2690 return buf2; 2433 return buf2;
2691} 2434}
2692
2693
2694 2435
2695void 2436void
2696do_some_living (object *op) 2437do_some_living (object *op)
2697{ 2438{
2698 int last_food = op->stats.food; 2439 int last_food = op->stats.food;
2707 const int max_grace = 1; 2448 const int max_grace = 1;
2708 2449
2709 if (op->contr->outputs_sync) 2450 if (op->contr->outputs_sync)
2710 { 2451 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2452 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) 2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2454 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2455 }
2715 2456
2716 if (op->contr->ns->state == ST_PLAYING) 2457 if (op->contr->ns->state == ST_PLAYING)
2717 { 2458 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2459 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2460 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2461 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2462 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2463 else
2724 { 2464 {
2725 gen_hp = op->stats.maxhp; 2465 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2466 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2467 }
2468
2728 if (op->contr->gen_sp >= 0) 2469 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2470 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2471 else
2731 { 2472 {
2732 gen_sp = op->stats.maxsp; 2473 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2474 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2475 }
2476
2735 if (op->contr->gen_grace >= 0) 2477 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2478 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2479 else
2738 { 2480 {
2739 gen_grace = op->stats.maxgrace; 2481 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2497 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2498 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2499 op->stats.food = last_food;
2758 } 2500 }
2759 } 2501 }
2502
2760 if (max_sp > 1) 2503 if (max_sp > 1)
2761 { 2504 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2505 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2506 if (over_sp > 0)
2764 { 2507 {
2765 if (op->stats.sp < op->stats.maxsp) 2508 if (op->stats.sp < op->stats.maxsp)
2766 { 2509 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2510 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2511
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2512 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2513 op->stats.sp--;
2514
2770 if (op->stats.sp > op->stats.maxsp) 2515 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2516 op->stats.sp = op->stats.maxsp;
2772 } 2517 }
2773 op->last_sp = 0; 2518 op->last_sp = 0;
2774 } 2519 }
2775 else 2520 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2521 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2522 }
2780 else 2523 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2524 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2525 }
2785 2526
2786 /* Regenerate Grace */ 2527 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2528 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2529 if (--op->last_grace < 0)
2789 { 2530 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2531 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2532 op->stats.grace++; /* no penalty in food for regaining grace */
2533
2792 if (max_grace > 1) 2534 if (max_grace > 1)
2793 { 2535 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2536 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2537 if (over_grace > 0)
2796 { 2538 {
2824 op->stats.food += op->contr->digestion; 2566 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2567 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2568 op->stats.food = last_food;
2827 } 2569 }
2828 } 2570 }
2571
2829 if (max_hp > 1) 2572 if (max_hp > 1)
2830 { 2573 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2574 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2575 if (over_hp > 0)
2833 { 2576 {
2857 2600
2858 if (op->contr->gen_hp > 0) 2601 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2603 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2605
2862 /* dms do not consume food */ 2606 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2607 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2608 op->stats.food--;
2865 } 2609 }
2866 }
2867 2610
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2611 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2612 {
2870 object *tmp, *flesh = NULL; 2613 object *tmp, *flesh = 0;
2871 2614
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2615 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2616 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2617 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2618 {
2619 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2620 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2622 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2623 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2624 break;
2882 } 2625 }
2883 else if (tmp->type == FLESH) 2626 else if (tmp->type == FLESH)
2884 flesh = tmp; 2627 flesh = tmp;
2885 } /* End if paid for object */ 2628 } /* End if paid for object */
2886 } /* end of for loop */ 2629 } /* end of for loop */
2630
2887 /* If player is still starving, it means they don't have any food, so 2631 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2632 * eat flesh instead.
2889 */ 2633 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2634 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2635 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2637 manual_apply (op, flesh, 0);
2894 } 2638 }
2895 } /* end if player is starving */ 2639 }
2896 2640
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2641 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2642 op->stats.food++, op->stats.hp--;
2899 2643
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2644 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2645 kill_player (op);
2646 }
2902} 2647}
2903
2904
2905 2648
2906/* If the player should die (lack of hp, food, etc), we call this. 2649/* 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 2650 * 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 2651 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2652 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2682 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..."); 2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2684
2942 /* restore player */ 2685 /* restore player */
2943 at = archetype::find ("poisoning"); 2686 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2688 {
2947 tmp->destroy (); 2689 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2690 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2691 }
2950 2692
2951 at = archetype::find ("confusion"); 2693 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2694 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2695 {
2955 tmp->destroy (); 2696 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2697 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2698 }
2958 2699
2960 op->stats.hp = op->stats.maxhp; 2701 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2702 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2703 op->stats.food = 999;
2963 2704
2964 /* create a bodypart-trophy to make the winner happy */ 2705 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2706 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2707 {
2968 sprintf (buf, "%s's finger", &op->name); 2708 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2709 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2710 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2711 " 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); 2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2713 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2714 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2715 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2716 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2717 }
2979 2718
2980 /* teleport defeated player to new destination */ 2719 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2720 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2721 op->contr->braced = 0;
2987 2726
2988 command_kill_pets (op, 0); 2727 command_kill_pets (op, 0);
2989 2728
2990 if (op->stats.food < 0) 2729 if (op->stats.food < 0)
2991 { 2730 {
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); 2731 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2732 strcpy (op->contr->killer, "starvation");
3001 } 2733 }
3002 else 2734 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); 2735 sprintf (buf, "%s died.", &op->name);
3012 } 2736
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2737 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2738
3015 /* save the map location for corpse, gravestone */ 2739 /* save the map location for corpse, gravestone */
3016 x = op->x; 2740 x = op->x;
3017 y = op->y; 2741 y = op->y;
3018 map = op->map; 2742 map = op->map;
3019 2743
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2744 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2745 * 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. 2746 * See the config.h file for a little more in depth detail about this.
3026 */ 2747 */
3027 2748
3028 /* Basically two ways to go - remove a stat permanently, or just 2749 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2750 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2751 * of death.
3031 */ 2752 */
3032#ifndef COZY_SERVER 2753#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2754 if (settings.balanced_stat_loss)
3034 { 2755 {
3035 /* If stat loss is permanent, lose one stat only. */ 2756 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2757 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2758 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2759 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2760 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2761 little bit harder. */
3041 /* GD */ 2762 /* GD */
3042 if (settings.stat_loss_on_death) 2763 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2764 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2765 else
3048 { 2766 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2767 }
2768 else
3049 num_stats_lose = 1; 2769 num_stats_lose = 1;
3050 } 2770
3051 lost_a_stat = 0; 2771 lost_a_stat = 0;
3052 2772
3053 for (z = 0; z < num_stats_lose; z++) 2773 for (z = 0; z < num_stats_lose; z++)
3054 { 2774 {
3055 i = RANDOM () % NUM_STATS; 2775 i = RANDOM () % NUM_STATS;
3056 2776
3057 if (settings.stat_loss_on_death) 2777 if (settings.stat_loss_on_death)
3058 { 2778 {
3059 /* Pick a random stat and take a point off it. Tell the player 2779 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2780 * what he lost.
3061 */ 2781 */
3062 change_attr_value (&(op->stats), i, -1); 2782 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2783 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2784 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2785 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2787 lost_a_stat = 1;
2788 }
2789 else
2790 {
2791 /* deplete a stat */
2792 archetype *deparch = archetype::find ("depletion");
2793 object *dep;
2794
2795 dep = present_arch_in_ob (deparch, op);
2796 if (!dep)
2797 {
2798 dep = arch_to_object (deparch);
2799 insert_ob_in_ob (dep, op);
3068 } 2800 }
3069 else 2801 lose_this_stat = 1;
2802 if (settings.balanced_stat_loss)
3070 { 2803 {
3071 /* deplete a stat */ 2804 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2805 /* Get the stat that we're about to deplete. */
3073 object *dep; 2806 this_stat = get_attr_value (&(dep->stats), i);
3074 2807 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2808 {
3078 dep = arch_to_object (deparch); 2809 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2810 int keep_chance = this_stat * this_stat;
3080 } 2811
3081 lose_this_stat = 1; 2812 /* 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) 2813 if (keep_chance < 1)
2814 keep_chance = 1;
2815
2816 /* There is a maximum depletion total per level. */
2817 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2818 {
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; 2819 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2820 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2821 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 } 2822 }
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 */ 2823 else
3123 if (this_stat >= -50)
3124 { 2824 {
3125 change_attr_value (&(dep->stats), i, -1); 2825 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; 2826 lose_this_stat = 0;
2827 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2828 this_stat, keep_chance, loss_chance,
2829 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2830 }
3131 } 2831 }
3132 } 2832 }
2833
2834 if (lose_this_stat)
2835 {
2836 this_stat = get_attr_value (&(dep->stats), i);
2837 /* We could try to do something clever like find another
2838 * stat to reduce if this fails. But chances are, if
2839 * stats have been depleted to -50, all are pretty low
2840 * and should be roughly the same, so it shouldn't make a
2841 * difference.
2842 */
2843 if (this_stat >= -50)
2844 {
2845 change_attr_value (&(dep->stats), i, -1);
2846 SET_FLAG (dep, FLAG_APPLIED);
2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2848 op->update_stats ();
2849 lost_a_stat = 1;
2850 }
3133 } 2851 }
2852 }
2853 }
3134 /* If no stat lost, tell the player. */ 2854 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2855 if (!lost_a_stat)
3136 { 2856 {
3137 /* determine_god() seems to not work sometimes... why is this? 2857 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2858 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2859 const char *god = determine_god (op);
3140 2860
3141 if (god && (strcmp (god, "none"))) 2861 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); 2862 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2863 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2864 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2865 }
3146#else 2866#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2867 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2868#endif
3149 2869
3150 /* Put a gravestone up where the character 'almost' died. List the 2870 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2871 * exp loss on the stone.
3152 */ 2872 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2873 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2874 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2875 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2876 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2877 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); 2878 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; 2879 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2880 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2881 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2882
3163 /**************************************/ 2883 /**************************************/
3164 /* */ 2884 /* */
3165 /* Subtract the experience points, */ 2885 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2886 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2887 /* food, and reset HP's... */
3168 /* */ 2888 /* */
3169 /**************************************/ 2889 /**************************************/
3170 2890
3171 /* remove any poisoning and confusion the character may be suffering. */ 2891 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2892 /* restore player */
3173 at = archetype::find ("poisoning"); 2893 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3175 2895
3176 if (tmp) 2896 if (tmp)
3177 { 2897 {
3178 tmp->destroy (); 2898 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2900 }
3181 2901
3182 at = archetype::find ("confusion"); 2902 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2903 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2904 if (tmp)
3185 { 2905 {
3186 tmp->destroy (); 2906 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2907 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2908 }
3189 2909
3190 cure_disease (op, 0); /* remove any disease */ 2910 cure_disease (op, 0); /* remove any disease */
3191 2911
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2912 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2913 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2914 if (op->stats.food < 100)
3195 op->stats.food = 900; 2915 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2916 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2919
3200 /* 2920 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2921 * Check to see if the player is in a shop. IF so, then check to see if
3202 * the player has any unpaid items. If so, remove them and put them back 2922 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2923 * in the map.
3204 */ 2924 */
3205 2925
3206 if (is_in_shop (op)) 2926 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2927 remove_unpaid_objects (op->inv, op);
3208 2928
3209 /****************************************/ 2929 /****************************************/
3210 /* */ 2930 /* */
3211 /* Move player to his current respawn- */ 2931 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2932 /* position (usually last savebed) */
3213 /* */ 2933 /* */
3214 /****************************************/ 2934 /****************************************/
3215 2935
3216 enter_player_savebed (op); 2936 enter_player_savebed (op);
3217 2937
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2938 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2939
3224 /* it is possible that the player has blown something up 2940 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2941 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2942 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2943 * on the space that might harm the player.
3228 */ 2944 */
3229 will_kill_again = 0; 2945 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2946 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2947 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2948 will_kill_again |= tmp->attacktype;
3233 2949
3234 if (will_kill_again) 2950 if (will_kill_again)
3235 { 2951 {
3236 object *force; 2952 object *force;
3237 int at; 2953 int at;
3238 2954
3239 force = get_archetype (FORCE_NAME); 2955 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2956 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2957 force->speed = 0.1;
3242 force->speed_left = -5.0; 2958 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2959 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2960 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2961 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2962 force->resist[at] = 100;
3247 2963
3248 insert_ob_in_ob (force, op); 2964 insert_ob_in_ob (force, op);
3249 fix_player (op); 2965 op->update_stats ();
3250 2966
3251 } 2967 }
3252 2968
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2969 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} 2970}
3322
3323 2971
3324void 2972void
3325loot_object (object *op) 2973loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2974{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2975 object *tmp, *tmp2, *next;
3328 2976
3329 if (op->container) 2977 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2978
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3335 { 2980 {
3336 next = tmp->below; 2981 next = tmp->below;
2982
3337 if (tmp->invisible) 2983 if (tmp->invisible)
3338 continue; 2984 continue;
2985
3339 tmp->remove (); 2986 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2988
3341 if (tmp->type == CONTAINER) 2989 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2990 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2991
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2993 {
3347 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3348 { 2995 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2997 tmp2->destroy ();
3361/* 3008/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 3011 * was changed.
3365 */ 3012 */
3366
3367void 3013void
3368fix_weight (void) 3014fix_weight (void)
3369{ 3015{
3370 player *pl; 3016 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3017 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3018 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3019
3376 if (old == sum) 3020 if (old == sum)
3377 continue; 3021 continue;
3378 fix_player (pl->ob); 3022 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3023 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3024 }
3381} 3025}
3382 3026
3383void 3027void
3384fix_luck (void) 3028fix_luck (void)
3385{ 3029{
3386 player *pl; 3030 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3031 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3032 pl->ob->change_luck (0);
3391} 3033}
3392
3393 3034
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3035/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3036 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3037 * just treat this as any other spell casting object.
3397 */ 3038 */
3398
3399void 3039void
3400cast_dust (object *op, object *throw_ob, int dir) 3040cast_dust (object *op, object *throw_ob, int dir)
3401{ 3041{
3402 object *skop, *spob; 3042 object *skop, *spob;
3403 3043
3513 3153
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3154 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3155
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3156 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3157 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3158 if (!skop || num >= skop->level)
3520 { 3159 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3160 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3161 make_visible (op);
3523 return; 3162 return;
3524 } 3163 }
3525 else 3164 else
3526 num += 20; 3165 num += 20;
3527 } 3166
3528 num += op->map->difficulty; 3167 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3168 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3169 num -= hide;
3170
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3171 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3172 {
3533 make_visible (op); 3173 make_visible (op);
3534 if (op->type == PLAYER) 3174 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3175 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3176 }
3537 else if (op->type == PLAYER && skop) 3177 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3178 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3179}
3542 3180
3543/* determine if who is standing near a hostile creature. */ 3181/* determine if who is standing near a hostile creature. */
3544 3182
3545int 3183int
3612 if (pl->type != PLAYER) 3250 if (pl->type != PLAYER)
3613 { 3251 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3252 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3253 return -1;
3616 } 3254 }
3255
3617 if (!pl || !op) 3256 if (!pl || !op)
3618 return 0; 3257 return 0;
3619 3258
3620 if (op->head)
3621 {
3622 op = op->head; 3259 op = op->head_ ();
3623 } 3260
3624 get_rangevector (pl, op, &rv, 0x1); 3261 get_rangevector (pl, op, &rv, 0x1);
3625 3262
3626 /* starting with the 'head' part, lets loop 3263 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3264 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3265 * part that is in the los array but isnt on
3758 if (trlist == NULL || who->type != PLAYER) 3395 if (trlist == NULL || who->type != PLAYER)
3759 return; 3396 return;
3760 3397
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3399
3763 if (tr == NULL || tr->item == NULL) 3400 if (!tr || !tr->item)
3764 { 3401 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3403 return;
3767 } 3404 }
3768 3405
3893 * not readied. 3530 * not readied.
3894 */ 3531 */
3895void 3532void
3896player_unready_range_ob (player *pl, object *ob) 3533player_unready_range_ob (player *pl, object *ob)
3897{ 3534{
3898 rangetype i;
3899
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3902 if (pl->ranges[i] == ob) 3536 if (pl->ranges[i] == ob)
3903 { 3537 {
3904 pl->ranges[i] = NULL; 3538 pl->ranges[i] = 0;
3905 if (pl->shoottype == i) 3539 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none; 3540 pl->shoottype = range_none;
3908 }
3909 } 3541 }
3910 }
3911} 3542}
3543
3544sint8
3545player::visibility_at (maptile *map, int x, int y) const
3546{
3547 if (!ns)
3548 return 0;
3549
3550 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0;
3553
3554 x += dx - ns->current_x + ns->mapx / 2;
3555 y += dy - ns->current_y + ns->mapy / 2;
3556
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y];
3561}

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