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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 1.104 by root, Fri Feb 16 19:43:41 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%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 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 ob->close_container (); //TODO: client-specific
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311}
312
313player::player ()
314{
315 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point.
317 */
318 outputs_sync = 16; /* Every 2 seconds */
319 outputs_count = 8; /* Keeps present behaviour */
320 unapply = unapply_nochoice;
321
322 savebed_map = first_map_path; /* Init. respawn position */
323
324 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
307/* Tries to add player on the connection passwd in ns. 354/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 355 * All we can really get in this is some settings like host and display
309 * mode. 356 * mode.
310 */ 357 */
311 358player *
312int 359player::create ()
313add_player (client *ns)
314{ 360{
315 player *p = new player; 361 player *pl = new player;
316 362
317 p->ns = ns; 363 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 364
320 p->next = first_player; 365 pl->ob->roll_stats ();
321 first_player = p; 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
322 368
323 p = get_player (p);
324
325 set_first_map (p->ob); 369 set_first_map (pl->ob);
326 370
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 371 return pl;
336} 372}
337 373
338/* 374/*
339 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
365 401
366object * 402object *
367get_nearest_player (object *mon) 403get_nearest_player (object *mon)
368{ 404{
369 object *op = NULL; 405 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 406 objectlink *ol;
372 unsigned lastdist; 407 unsigned lastdist;
373 rv_vector rv; 408 rv_vector rv;
374 409
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 411 {
377 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 419 object *tmp = ol->ob;
385 420
386 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 422 * itself will have been cleared.
388 */ 423 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
390 ol = ol->next; 426 ol = ol->next;
391 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
392 if (!ol) 428 if (!ol)
393 return op; 429 return op;
394 } 430 }
407 { 443 {
408 op = ol->ob; 444 op = ol->ob;
409 lastdist = rv.distance; 445 lastdist = rv.distance;
410 } 446 }
411 } 447 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 448
413 { 449 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
418 { 452 {
419 op = pl->ob; 453 op = pl->ob;
420 lastdist = rv.distance; 454 lastdist = rv.distance;
421 } 455 }
422 } 456
423 }
424#if 0 457#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 459#endif
427 return op; 460 return op;
428} 461}
446 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 481 * is probably not a good thing.
449 */ 482 */
450#define MAX_SPACES 50 483#define MAX_SPACES 50
451
452 484
453/* 485/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 519 x = mon->x;
488 y = mon->y; 520 y = mon->y;
489 m = mon->map; 521 m = mon->map;
490 dir = rv.direction; 522 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
493 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 527 if (diff > max)
495 return 0; 528 return 0;
529
496 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
497 { 531 {
498 lastx = x; 532 lastx = x;
499 lasty = y; 533 lasty = y;
500 lastmap = m; 534 lastmap = m;
582 max--; 616 max--;
583 lastdir = dir; 617 lastdir = dir;
584 if (!firstdir) 618 if (!firstdir)
585 firstdir = dir; 619 firstdir = dir;
586 } 620 }
621
587 if (diff <= 1) 622 if (diff <= 1)
588 { 623 {
589 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 625 * headed toward player for entire distance.
591 */ 626 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 629 }
630
595 if (diff > max) 631 if (diff > max)
596 return 0; 632 return 0;
597 } 633 }
634
598 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
599 if (!max) 636 if (!max)
600 return 0; 637 return 0;
601 638
602 return firstdir; 639 return firstdir;
695 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
696 link_player_skills (pl); 733 link_player_skills (pl);
697} 734}
698 735
699void 736void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->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) 737get_party_password (object *op, partylist *party)
785{ 738{
786 if (party == NULL) 739 if (party == NULL)
787 { 740 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 742 return;
790 } 743 }
744
791 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 749}
796 750
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 752static int
800roll_stat (void) 753roll_stat (void)
801{ 754{
802 int a[4], i, j, k; 755 int a[4], i, j, k;
803 756
804 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
806 759
807 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 761 if (a[i] < k)
809 k = a[i], j = i; 762 k = a[i], j = i;
810 763
811 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 765 if (i != j)
814 k += a[i]; 766 k += a[i];
815 } 767
816 return k; 768 return k;
817} 769}
818 770
819void 771void
820roll_stats (object *op) 772object::roll_stats ()
821{ 773{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 774 int statsort [7];
825 775
826 do 776 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 777 {
837 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
838 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
839 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 788
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 789 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
872 796
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 797 stats.exp = 0;
884 op->stats.ac = 0; 798 stats.ac = 0;
885 799
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 800 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
894 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
895} 812}
896 813
897void 814void
898Roll_Again (object *op) 815object::swap_stats (int a, int b)
899{ 816{
900 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 820
905void 821 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
907{ 853{
908 signed char tmp;
909 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
910 855
911 if (op->contr->Swap_First == -1) 856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->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} 860}
1026 861
1027/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1031 * not the class. 866 * not the class.
1032 */ 867 */
1033
1034int 868int
1035key_change_class (object *op, char key) 869key_change_class (object *op, char key)
1036{ 870{
1037 int tmp_loop; 871 int tmp_loop;
1038 872
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 873 if (key == 'd' || key == 'D')
1046 { 874 {
1047 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
1048 876
1049 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1065 * to save here. 893 * to save here.
1066 */ 894 */
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068 make_path_to_file (buf); 896 make_path_to_file (buf);
1069 897
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 898 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 900 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 901 link_player_skills (op);
1077 esrv_send_inventory (op, op); 902 esrv_send_inventory (op, op);
1078 fix_player (op); 903 op->update_stats ();
1079 904
1080 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1081 * is one for this race 906 * is one for this race
1082 */ 907 */
1083 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1084 { 909 {
1085 object *tmp; 910 object *tmp;
1086 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1087 912
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 914 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1095 * default initial map */ 920 * default initial map */
1096 tmp->destroy (); 921 tmp->destroy ();
1097 } 922 }
1098 else 923 else
1109 while (!tmp_loop) 934 while (!tmp_loop)
1110 { 935 {
1111 shstr name = op->name; 936 shstr name = op->name;
1112 int x = op->x, y = op->y; 937 int x = op->x, y = op->y;
1113 938
1114 remove_statbonus (op); 939 op->remove_statbonus ();
1115 op->remove (); 940 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 941 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 942 op->arch->clone.copy_to (op);
1118 op->instantiate (); 943 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 944 op->stats = op->contr->orig_stats;
1121 op->x = x; 946 op->x = x;
1122 op->y = y; 947 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 950 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 951 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 952 tmp_loop = allowed_class (op);
1128 } 953 }
1129 954
1130 update_object (op, UP_OBJ_FACE); 955 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 957 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 958 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 959 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 960 op->stats.grace = 0;
1136 961
1137 if (op->msg) 962 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 963 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 964
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 965 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; 966 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} 967}
1192 968
1193void 969void
1194flee_player (object *op) 970flee_player (object *op)
1195{ 971{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 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)))); 1109 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1110 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 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)))); 1112 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1114 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 } 1115 }
1116
1368 /* philosophy: 1117 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1118 * 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 1119 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1120 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1121 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1122 * example.
1374 * The drawback: right now it has no frontend, so you need to 1123 * 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 1124 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1125 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1376 * found object is returned.
1628 */ 1377 */
1629object * 1378object *
1630find_arrow (object *op, const char *type) 1379find_arrow (object *op, const char *type)
1631{ 1380{
1632 object *tmp = NULL; 1381 object *tmp = 0;
1633 1382
1634 for (op = op->inv; op; op = op->below) 1383 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1384 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1385 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1386 else if (op->type == ARROW && op->race == type)
1638 return op; 1387 return op;
1388
1639 return tmp; 1389 return tmp;
1640} 1390}
1641 1391
1642/* 1392/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1393 * 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 1394 * 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 1395 * 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. 1396 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1397 */
1648
1649object * 1398object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1399find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1400{
1652 object *tmp = NULL, *arrow, *ntmp; 1401 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1402 int attacknum, attacktype, betterby = 0, i;
1876 return 0; 1625 return 0;
1877 } 1626 }
1878 1627
1879 arrow->set_owner (op); 1628 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1629 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1630 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1631
1886 if (op->type == PLAYER) 1632 if (op->type == PLAYER)
1887 { 1633 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1635 op->update_stats ();
1890 } 1636 }
1891 1637
1892 SET_ANIMATION (arrow, arrow->direction); 1638 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1904 1650
1905 /* update the speed */ 1651 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1652 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; 1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1654
1909 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1913 1657
1914 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1915 { 1659 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1673 arrow->attacktype |= bow->attacktype;
1930 1674
1931 if (bow->slaying) 1675 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1933 1677
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1680
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1682 m->insert (arrow, sx, sy, op);
1940 1683
1941 if (!arrow->destroyed ()) 1684 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1685 move_arrow (arrow);
1943 1686
1944 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1970 } 1713 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1715 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1717 wcmod = -1;
1718
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1720 }
1977 else if (op->contr->bowtype == bow_threewide) 1721 else if (op->contr->bowtype == bow_threewide)
1978 { 1722 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1793
2050 if (item->arch) 1794 if (item->arch)
2051 { 1795 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1797 item->face = item->arch->clone.face;
2054 item->speed = 0; 1798 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1799 }
1800
2057 if ((tmp = item->in_player ())) 1801 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1803 }
2060 } 1804 }
2061 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1806 drain_rod_charge (item);
2064 }
2065 } 1807 }
2066} 1808}
2067 1809
2068/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
2069 */ 1811 */
2108 { 1850 {
2109 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return; 1853 return;
2112 } 1854 }
1855
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1856 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1857 return;
2115 case range_builder: 1858 case range_builder:
2116 apply_map_builder (op, dir); 1859 apply_map_builder (op, dir);
2117 return; 1860 return;
2118 default: 1861 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return; 1863 return;
2121 } 1864 }
2122} 1865}
2123
2124
2125 1866
2126/* find_key 1867/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1868 * 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 1869 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1870 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1872 * pl is the player,
2132 * inv is the objects inventory to searched 1873 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1874 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1875 * This function can be called recursively to search containers.
2135 */ 1876 */
2136
2137object * 1877object *
2138find_key (object *pl, object *container, object *door) 1878find_key (object *pl, object *container, object *door)
2139{ 1879{
2140 object *tmp, *key; 1880 object *tmp, *key;
2141 1881
2142 /* Should not happen, but sanity checking is never bad */ 1882 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1883 if (!container->inv)
2144 return NULL; 1884 return 0;
2145 1885
2146 /* First, lets try to find a key in the top level inventory */ 1886 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1888 {
2149 if (door->type == DOOR && tmp->type == KEY) 1889 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1890 break;
2151 /* For sanity, we should really check door type, but other stuff 1891 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1892 * (like containers) can be locked with special keys
2153 */ 1893 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1895 break;
2156 } 1896 }
1897
2157 /* No key found - lets search inventories now */ 1898 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1899 /* 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 1900 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1901 * a key, return
2161 */ 1902 */
2162 if (!tmp) 1903 if (!tmp)
2163 { 1904 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1905 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1906 {
2166 /* No reason to search empty containers */ 1907 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1908 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1909 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1910 if ((key = find_key (pl, tmp, door)))
2170 return key; 1911 return key;
2171 } 1912 }
2172 } 1913 }
1914
2173 if (!tmp) 1915 if (!tmp)
2174 return NULL; 1916 return NULL;
2175 } 1917 }
1918
2176 /* We get down here if we have found a key. Now if its in a container, 1919 /* 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 1920 * see if we actually want to use it
2178 */ 1921 */
2179 if (pl != container) 1922 if (pl != container)
2180 { 1923 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1944 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)); 1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1946 return NULL;
2204 } 1947 }
2205 } 1948 }
1949
2206 return tmp; 1950 return tmp;
2207} 1951}
2208 1952
2209/* moved door processing out of move_player_attack. 1953/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1954 * returns 1 if player has opened the door with a key
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
2230 make_visible (op); 1974 make_visible (op);
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1976 spring_trap (door->inv, op);
1977
2233 if (door->type == DOOR) 1978 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2238 { 1981 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1982 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 ;-) */ 1983 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1984 }
1985
2242 /* Do this after we print the message */ 1986 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1987 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1988 /* Need to update the weight the container the key was in */
2245 if (container != op) 1989 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1990 esrv_update_item (UPD_WEIGHT, op, container);
1991
2247 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
2248 } 1993 }
2249 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2250 { 1995 {
2251 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 1998 return 1;
2254 } 1999 }
2000
2255 return 0; 2001 return 0;
2256} 2002}
2257 2003
2258/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2285 */ 2031 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2033 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2035 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2291 if (!m) 2037 if (!m)
2292 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2293 } 2039 }
2294 else 2040 else
2295 m = op->map; 2041 m = op->map;
2296 2042
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2043 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; 2044 return;
2301 }
2302 2045
2303 mon = 0; 2046 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* 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. 2048 * 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 2049 * 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))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2103 {
2361 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2105 if (op->contr->braced)
2363 return; 2106 return;
2107
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2111 make_visible (op);
2112
2368 return; 2113 return;
2369 } 2114 }
2370 2115
2371 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2131 !on_battleground))
2387 { 2132 {
2388 if (!op->contr->braced) 2133 if (!op->contr->braced)
2389 { 2134 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2392 } 2137 }
2393 else 2138 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2395 2140
2396 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2156 * 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: 2157 * 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 2158 * 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. 2159 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2160 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 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))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2163 {
2420 2164
2421 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2455int 2199int
2456move_player (object *op, int dir) 2200move_player (object *op, int dir)
2457{ 2201{
2458 int pick; 2202 int pick;
2459 2203
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2205 return 0;
2462 2206
2463 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2465 { 2209 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2211 return 0;
2468 } 2212 }
2469 2213
2470 /* peterm: added following line */ 2214 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2217
2474 op->facing = dir; 2218 op->facing = dir;
2475 2219
2476 if (op->hide) 2220 if (op->hide)
2477 do_hidden_move (op); 2221 do_hidden_move (op);
2553 2297
2554 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2300 * called, so we recheck it here.
2557 */ 2301 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2302 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2303 return 1;
2560 ;
2561 2304
2562 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2563 return 0; 2306 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2308 {
2567 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2310 op->speed_left--;
2569 2311
2570 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2573 */ 2315 */
2574 move_player (op, op->direction); 2316 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2317
2576 return 1; 2318 return op->speed_left > 0;
2577 else 2319 }
2578 return 0;
2579 } 2320 }
2580 2321
2581 return 0; 2322 return 0;
2582} 2323}
2583 2324
2603 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2604 2345
2605 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2606 op->stats.food = 999; 2347 op->stats.food = 999;
2607 2348
2608 fix_player (op); 2349 op->update_stats ();
2609 return 1; 2350 return 1;
2610 } 2351 }
2611 2352
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2362 * from.
2622 */ 2363 */
2623void 2364void
2624remove_unpaid_objects (object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2625{ 2366{
2626 object *next;
2627
2628 while (op) 2367 while (op)
2629 { 2368 {
2630 next = op->below; /* Make sure we have a good value, in case 2369 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2370
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2371 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2372 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2373 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2374 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2375
2376 op->insert_at (env);
2641 } 2377 }
2642 else if (op->inv) 2378 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2379 remove_unpaid_objects (op->inv, env);
2644 2380
2645 op = next; 2381 op = next;
2646 } 2382 }
2647} 2383}
2648
2649 2384
2650/* 2385/*
2651 * Returns pointer a static string containing gravestone text 2386 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2387 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2388 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2423 strcat (buf2, buf);
2689 2424
2690 return buf2; 2425 return buf2;
2691} 2426}
2692
2693
2694 2427
2695void 2428void
2696do_some_living (object *op) 2429do_some_living (object *op)
2697{ 2430{
2698 int last_food = op->stats.food; 2431 int last_food = op->stats.food;
2707 const int max_grace = 1; 2440 const int max_grace = 1;
2708 2441
2709 if (op->contr->outputs_sync) 2442 if (op->contr->outputs_sync)
2710 { 2443 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 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) 2445 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]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2447 }
2715 2448
2716 if (op->contr->ns->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2717 { 2450 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2452 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2453 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2455 else
2724 { 2456 {
2725 gen_hp = op->stats.maxhp; 2457 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2459 }
2460
2728 if (op->contr->gen_sp >= 0) 2461 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2463 else
2731 { 2464 {
2732 gen_sp = op->stats.maxsp; 2465 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2467 }
2468
2735 if (op->contr->gen_grace >= 0) 2469 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2471 else
2738 { 2472 {
2739 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2489 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2491 op->stats.food = last_food;
2758 } 2492 }
2759 } 2493 }
2494
2760 if (max_sp > 1) 2495 if (max_sp > 1)
2761 { 2496 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2497 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2498 if (over_sp > 0)
2764 { 2499 {
2765 if (op->stats.sp < op->stats.maxsp) 2500 if (op->stats.sp < op->stats.maxsp)
2766 { 2501 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2505 op->stats.sp--;
2506
2770 if (op->stats.sp > op->stats.maxsp) 2507 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2508 op->stats.sp = op->stats.maxsp;
2772 } 2509 }
2773 op->last_sp = 0; 2510 op->last_sp = 0;
2774 } 2511 }
2775 else 2512 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2514 }
2780 else 2515 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2517 }
2785 2518
2786 /* Regenerate Grace */ 2519 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2521 if (--op->last_grace < 0)
2789 { 2522 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2523 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2792 if (max_grace > 1) 2526 if (max_grace > 1)
2793 { 2527 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2529 if (over_grace > 0)
2796 { 2530 {
2824 op->stats.food += op->contr->digestion; 2558 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2560 op->stats.food = last_food;
2827 } 2561 }
2828 } 2562 }
2563
2829 if (max_hp > 1) 2564 if (max_hp > 1)
2830 { 2565 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2567 if (over_hp > 0)
2833 { 2568 {
2857 2592
2858 if (op->contr->gen_hp > 0) 2593 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2595 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2862 /* dms do not consume food */ 2598 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2600 op->stats.food--;
2865 } 2601 }
2866 }
2867 2602
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2604 {
2870 object *tmp, *flesh = NULL; 2605 object *tmp, *flesh = 0;
2871 2606
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2608 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2614 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2616 break;
2882 } 2617 }
2883 else if (tmp->type == FLESH) 2618 else if (tmp->type == FLESH)
2884 flesh = tmp; 2619 flesh = tmp;
2885 } /* End if paid for object */ 2620 } /* End if paid for object */
2886 } /* end of for loop */ 2621 } /* end of for loop */
2622
2887 /* If player is still starving, it means they don't have any food, so 2623 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2624 * eat flesh instead.
2889 */ 2625 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2627 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2629 manual_apply (op, flesh, 0);
2894 } 2630 }
2895 } /* end if player is starving */ 2631 }
2896 2632
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2634 op->stats.food++, op->stats.hp--;
2899 2635
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2637 kill_player (op);
2638 }
2902} 2639}
2903
2904
2905 2640
2906/* If the player should die (lack of hp, food, etc), we call this. 2641/* 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 2642 * 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 2643 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2644 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2674 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..."); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2676
2942 /* restore player */ 2677 /* restore player */
2943 at = archetype::find ("poisoning"); 2678 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2680 {
2947 tmp->destroy (); 2681 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2683 }
2950 2684
2951 at = archetype::find ("confusion"); 2685 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2687 {
2955 tmp->destroy (); 2688 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2690 }
2958 2691
2960 op->stats.hp = op->stats.maxhp; 2693 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2694 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2695 op->stats.food = 999;
2963 2696
2964 /* create a bodypart-trophy to make the winner happy */ 2697 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2699 {
2968 sprintf (buf, "%s's finger", &op->name); 2700 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2701 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " 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); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2705 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2708 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2709 }
2979 2710
2980 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2713 op->contr->braced = 0;
2987 2718
2988 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
2989 2720
2990 if (op->stats.food < 0) 2721 if (op->stats.food < 0)
2991 { 2722 {
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); 2723 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2724 strcpy (op->contr->killer, "starvation");
3001 } 2725 }
3002 else 2726 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); 2727 sprintf (buf, "%s died.", &op->name);
3012 } 2728
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2730
3015 /* save the map location for corpse, gravestone */ 2731 /* save the map location for corpse, gravestone */
3016 x = op->x; 2732 x = op->x;
3017 y = op->y; 2733 y = op->y;
3018 map = op->map; 2734 map = op->map;
3019 2735
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2736 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2737 * 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. 2738 * See the config.h file for a little more in depth detail about this.
3026 */ 2739 */
3027 2740
3028 /* Basically two ways to go - remove a stat permanently, or just 2741 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2742 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2743 * of death.
3031 */ 2744 */
3032#ifndef COZY_SERVER 2745#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2746 if (settings.balanced_stat_loss)
3034 { 2747 {
3035 /* If stat loss is permanent, lose one stat only. */ 2748 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2749 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2750 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2751 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2752 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2753 little bit harder. */
3041 /* GD */ 2754 /* GD */
3042 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2756 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2757 else
3048 { 2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
3049 num_stats_lose = 1; 2761 num_stats_lose = 1;
3050 } 2762
3051 lost_a_stat = 0; 2763 lost_a_stat = 0;
3052 2764
3053 for (z = 0; z < num_stats_lose; z++) 2765 for (z = 0; z < num_stats_lose; z++)
3054 { 2766 {
3055 i = RANDOM () % NUM_STATS; 2767 i = RANDOM () % NUM_STATS;
3056 2768
3057 if (settings.stat_loss_on_death) 2769 if (settings.stat_loss_on_death)
3058 { 2770 {
3059 /* Pick a random stat and take a point off it. Tell the player 2771 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2772 * what he lost.
3061 */ 2773 */
3062 change_attr_value (&(op->stats), i, -1); 2774 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2775 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2776 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2777 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
3068 } 2792 }
3069 else 2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
3070 { 2795 {
3071 /* deplete a stat */ 2796 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2797 /* Get the stat that we're about to deplete. */
3073 object *dep; 2798 this_stat = get_attr_value (&(dep->stats), i);
3074 2799 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2800 {
3078 dep = arch_to_object (deparch); 2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2802 int keep_chance = this_stat * this_stat;
3080 } 2803
3081 lose_this_stat = 1; 2804 /* 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) 2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2810 {
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; 2811 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2812 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2813 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 } 2814 }
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 */ 2815 else
3123 if (this_stat >= -50)
3124 { 2816 {
3125 change_attr_value (&(dep->stats), i, -1); 2817 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; 2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2822 }
3131 } 2823 }
3132 } 2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
3133 } 2843 }
2844 }
2845 }
3134 /* If no stat lost, tell the player. */ 2846 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2847 if (!lost_a_stat)
3136 { 2848 {
3137 /* determine_god() seems to not work sometimes... why is this? 2849 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2850 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2851 const char *god = determine_god (op);
3140 2852
3141 if (god && (strcmp (god, "none"))) 2853 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); 2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2855 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2857 }
3146#else 2858#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2860#endif
3149 2861
3150 /* Put a gravestone up where the character 'almost' died. List the 2862 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2863 * exp loss on the stone.
3152 */ 2864 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2865 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2866 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2867 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2868 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2869 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); 2870 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; 2871 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2872 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2873 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2874
3163 /**************************************/ 2875 /**************************************/
3164 /* */ 2876 /* */
3165 /* Subtract the experience points, */ 2877 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2878 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2879 /* food, and reset HP's... */
3168 /* */ 2880 /* */
3169 /**************************************/ 2881 /**************************************/
3170 2882
3171 /* remove any poisoning and confusion the character may be suffering. */ 2883 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2884 /* restore player */
3173 at = archetype::find ("poisoning"); 2885 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2886 tmp = present_arch_in_ob (at, op);
3175 2887
3176 if (tmp) 2888 if (tmp)
3177 { 2889 {
3178 tmp->destroy (); 2890 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2892 }
3181 2893
3182 at = archetype::find ("confusion"); 2894 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2896 if (tmp)
3185 { 2897 {
3186 tmp->destroy (); 2898 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2900 }
3189 2901
3190 cure_disease (op, 0); /* remove any disease */ 2902 cure_disease (op, 0); /* remove any disease */
3191 2903
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2904 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2905 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2906 if (op->stats.food < 100)
3195 op->stats.food = 900; 2907 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2911
3200 /* 2912 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2913 * 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 2914 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2915 * in the map.
3204 */ 2916 */
3205 2917
3206 if (is_in_shop (op)) 2918 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2919 remove_unpaid_objects (op->inv, op);
3208 2920
3209 /****************************************/ 2921 /****************************************/
3210 /* */ 2922 /* */
3211 /* Move player to his current respawn- */ 2923 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2924 /* position (usually last savebed) */
3213 /* */ 2925 /* */
3214 /****************************************/ 2926 /****************************************/
3215 2927
3216 enter_player_savebed (op); 2928 enter_player_savebed (op);
3217 2929
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2930 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2931
3224 /* it is possible that the player has blown something up 2932 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2933 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2934 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2935 * on the space that might harm the player.
3228 */ 2936 */
3229 will_kill_again = 0; 2937 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2938 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2939 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2940 will_kill_again |= tmp->attacktype;
3233 2941
3234 if (will_kill_again) 2942 if (will_kill_again)
3235 { 2943 {
3236 object *force; 2944 object *force;
3237 int at; 2945 int at;
3238 2946
3239 force = get_archetype (FORCE_NAME); 2947 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2948 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2949 force->speed = 0.1;
3242 force->speed_left = -5.0; 2950 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2951 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2952 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2953 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2954 force->resist[at] = 100;
3247 2955
3248 insert_ob_in_ob (force, op); 2956 insert_ob_in_ob (force, op);
3249 fix_player (op); 2957 op->update_stats ();
3250 2958
3251 } 2959 }
3252 2960
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2961 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2962}
3322
3323 2963
3324void 2964void
3325loot_object (object *op) 2965loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2966{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2967 object *tmp, *tmp2, *next;
3328 2968
3329 if (op->container) 2969 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2970
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2971 for (tmp = op->inv; tmp; tmp = next)
3335 { 2972 {
3336 next = tmp->below; 2973 next = tmp->below;
2974
3337 if (tmp->invisible) 2975 if (tmp->invisible)
3338 continue; 2976 continue;
2977
3339 tmp->remove (); 2978 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2980
3341 if (tmp->type == CONTAINER) 2981 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2982 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2983
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2985 {
3347 if (tmp->nrof > 1) 2986 if (tmp->nrof > 1)
3348 { 2987 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2989 tmp2->destroy ();
3361/* 3000/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 3001 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 3002 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 3003 * was changed.
3365 */ 3004 */
3366
3367void 3005void
3368fix_weight (void) 3006fix_weight (void)
3369{ 3007{
3370 player *pl; 3008 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3009 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3011
3376 if (old == sum) 3012 if (old == sum)
3377 continue; 3013 continue;
3378 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3016 }
3381} 3017}
3382 3018
3383void 3019void
3384fix_luck (void) 3020fix_luck (void)
3385{ 3021{
3386 player *pl; 3022 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3023 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3391} 3025}
3392
3393 3026
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3397 */ 3030 */
3398
3399void 3031void
3400cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3401{ 3033{
3402 object *skop, *spob; 3034 object *skop, *spob;
3403 3035
3513 3145
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3147
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3520 { 3151 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3153 make_visible (op);
3523 return; 3154 return;
3524 } 3155 }
3525 else 3156 else
3526 num += 20; 3157 num += 20;
3527 } 3158
3528 num += op->map->difficulty; 3159 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3161 num -= hide;
3162
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3164 {
3533 make_visible (op); 3165 make_visible (op);
3534 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3168 }
3537 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3171}
3542 3172
3543/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3544 3174
3545int 3175int
3612 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3613 { 3243 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3245 return -1;
3616 } 3246 }
3247
3617 if (!pl || !op) 3248 if (!pl || !op)
3618 return 0; 3249 return 0;
3619 3250
3620 if (op->head)
3621 {
3622 op = op->head; 3251 op = op->head_ ();
3623 } 3252
3624 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3625 3254
3626 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3256 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3758 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3759 return; 3388 return;
3760 3389
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3391
3763 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3764 { 3393 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3395 return;
3767 } 3396 }
3768 3397
3893 * not readied. 3522 * not readied.
3894 */ 3523 */
3895void 3524void
3896player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3897{ 3526{
3898 rangetype i;
3899
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3902 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3903 { 3529 {
3904 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3905 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3908 }
3909 } 3533 }
3910 }
3911} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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