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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 1.118 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
180 size += strlen (buf); 144 size += strlen (buf);
181 } 145 }
182 } 146 }
183 147
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->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} 151}
296 152
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
244 {
245 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point.
318 */
319 outputs_sync = 4;
320 outputs_count = 4;
321 unapply = unapply_nochoice;
322
323 savebed_map = first_map_path; /* Init. respawn position */
324
325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
307/* Tries to add player on the connection passwd in ns. 354/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 355 * All we can really get in this is some settings like host and display
309 * mode. 356 * mode.
310 */ 357 */
311 358player *
312int 359player::create ()
313add_player (client *ns)
314{ 360{
315 player *p = new player; 361 player *pl = new player;
316 362
317 p->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 868void
1034int 869player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 870{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 873
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 875 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
1055 877
1056 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1058 880
1059 op->contr->ns->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1060 882
1061 if (op->msg) 883 if (ob->msg)
1062 op->msg = NULL; 884 ob->msg = 0;
1063 885
1064 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
1065 * to save here. 887 * to save here.
1066 */ 888 */
889 {
890 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1069 894
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 895 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 898 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1078 fix_player (op); 900 ob->update_stats ();
1079 901
1080 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1081 * is one for this race 903 * is one for this race
1082 */ 904 */
1083 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1084 { 906 {
1085 object *tmp; 907 object *tmp;
1086 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1087 909
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 911 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1095 * default initial map */ 917 * default initial map */
1096 tmp->destroy (); 918 tmp->destroy ();
1097 } 919 }
1098 else 920 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
1100 923
1101 return 0; 924void
1102 } 925player::chargen_race_next ()
1103 926{
1104 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1106 */ 929 */
1107 930
1108 tmp_loop = 0; 931 do
1109 while (!tmp_loop)
1110 { 932 {
1111 shstr name = op->name; 933 shstr name = ob->name;
1112 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1113 935
1114 remove_statbonus (op); 936 ob->remove_statbonus ();
1115 op->remove (); 937 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 940 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1121 op->x = x; 943 ob->x = x;
1122 op->y = y; 944 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 948 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 949 }
950 while (!allowed_class (ob));
1129 951
1130 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 954 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 957 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->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} 958}
1192 959
1193void 960void
1194flee_player (object *op) 961flee_player (object *op)
1195{ 962{
1252int 1019int
1253check_pick (object *op) 1020check_pick (object *op)
1254{ 1021{
1255 object *tmp, *next; 1022 object *tmp, *next;
1256 int stop = 0; 1023 int stop = 0;
1257 int j, k, wvratio; 1024 int wvratio;
1258 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1259 1026
1260 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1262 return 1; 1029 return 1;
1263 1030
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1101 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1106 }
1107
1368 /* philosophy: 1108 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1109 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1110 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1113 * example.
1374 * The drawback: right now it has no frontend, so you need to 1114 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1115 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1367 * found object is returned.
1628 */ 1368 */
1629object * 1369object *
1630find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1631{ 1371{
1632 object *tmp = NULL; 1372 object *tmp = 0;
1633 1373
1634 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1638 return op; 1378 return op;
1379
1639 return tmp; 1380 return tmp;
1640} 1381}
1641 1382
1642/* 1383/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1388 */
1648
1649object * 1389object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1391{
1652 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1545 return 0;
1806 } 1546 }
1807 1547
1808 if (op->type == PLAYER) 1548 if (op->type == PLAYER)
1809 bow = op->contr->ranges[range_bow]; 1549 bow = op->contr->ranged_ob;
1810 else 1550 else
1811 { 1551 {
1812 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1559 if (!bow)
1820 { 1560 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1562 return 0;
1823 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1824 } 1572 }
1825 1573
1826 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1827 { 1575 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1845 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1596 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1598
1850 return 0; 1599 return 0;
1851 } 1600 }
1852 } 1601 }
1853 1602
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
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);
1639
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1641 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype; 1642 arrow->stats.grace = arrow->attacktype;
1643
1896 if (arrow->slaying != NULL) 1644 if (arrow->slaying)
1897 arrow->spellarg = strdup (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1898 1646
1899 /* Note that this was different for monsters - they got their level 1647 arrow->stats.dam += op->stats.dam + arrow->magic;
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904 1648
1905 /* update the speed */ 1649 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1650 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; 1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1652
1909 if (arrow->speed < 1.0) 1653 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1654 arrow->speed_left = 0;
1913 1655
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657
1914 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1915 { 1659 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1662
1663 if (!arrow->slaying)
1664 arrow->slaying = op->slaying;
1921 } 1665 }
1922 else 1666 else
1923 { 1667 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1668 arrow->level = op->level;
1926 } 1669 arrow->stats.wc -= bow->magic;
1927 1670
1928 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673 }
1674
1675 arrow->stats.wc -= arrow->level;
1676
1929 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1930 1678
1931 if (bow->slaying)
1932 arrow->slaying = bow->slaying;
1933
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1679 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1681
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1683 m->insert (arrow, sx, sy, op);
1940 1684
1941 if (!arrow->destroyed ()) 1685 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1686 move_arrow (arrow);
1943 1687
1944 if (op->type == PLAYER) 1688 if (op->type == PLAYER)
1964{ 1708{
1965 int ret = 0, wcmod = 0; 1709 int ret = 0, wcmod = 0;
1966 1710
1967 if (op->contr->bowtype == bow_bestarrow) 1711 if (op->contr->bowtype == bow_bestarrow)
1968 { 1712 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1713 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1714 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1715 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1716 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1717 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1718 wcmod = -1;
1719
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1720 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1721 }
1977 else if (op->contr->bowtype == bow_threewide) 1722 else if (op->contr->bowtype == bow_threewide)
1978 { 1723 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1724 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2000 * Broken apart from 'fire' to keep it more readable. 1745 * Broken apart from 'fire' to keep it more readable.
2001 */ 1746 */
2002void 1747void
2003fire_misc_object (object *op, int dir) 1748fire_misc_object (object *op, int dir)
2004{ 1749{
2005 object *item; 1750 object *item = op->contr->ranged_ob;
2006 1751
2007 if (!op->contr->ranges[range_misc]) 1752 if (!item)
2008 { 1753 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1754 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1755 return;
2011 } 1756 }
2012 1757
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1758 if (!item->inv)
2015 { 1759 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1760 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1761 return;
2018 } 1762 }
1763
2019 if (item->type == WAND) 1764 if (item->type == WAND)
2020 { 1765 {
2021 if (item->stats.food <= 0) 1766 if (item->stats.food <= 0)
2022 { 1767 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2049 1794
2050 if (item->arch) 1795 if (item->arch)
2051 { 1796 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1797 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1798 item->face = item->arch->clone.face;
2054 item->speed = 0; 1799 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1800 }
1801
2057 if ((tmp = item->in_player ())) 1802 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1803 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1804 }
2060 } 1805 }
2061 else if (item->type == ROD || item->type == HORN) 1806 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1807 drain_rod_charge (item);
2064 }
2065 } 1808 }
2066} 1809}
2067 1810
2068/* Received a fire command for the player - go and do it. 1811/* Received a fire command for the player - go and do it.
2069 */ 1812 */
2074 1817
2075 /* check for loss of invisiblity/hide */ 1818 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2077 make_visible (op); 1820 make_visible (op);
2078 1821
2079 switch (op->contr->shoottype) 1822 player *pl = op->contr;
2080 { 1823
2081 case range_none: 1824 object *skill = pl->ranged_skill;
1825 object *rob = pl->ranged_ob;
1826
1827 if (!skill)
2082 return; 1828 return;
2083 1829
2084 case range_bow: 1830 if (pl->golem)
1831 control_golem (op->contr->golem, dir);
1832 else if (skill->type == SKILL)
1833 {
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW)
2085 player_fire_bow (op, dir); 1835 player_fire_bow (op, dir);
2086 return; 1836 else if (rob && rob->type == SPELL) /* Casting spells */
2087
2088 case range_magic: /* Casting spells */
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return;
2091
2092 case range_misc:
2093 fire_misc_object (op, dir);
2094 return;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else 1838 else
2103 control_golem (op->contr->ranges[range_golem], dir); 1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
2104 return; 1840 &skill->name, rob ? &rob->name : "(null)");
2105 1841 }
2106 case range_skill: 1842 else if (skill == op)
2107 if (!op->chosen_skill) 1843 {
1844 if (!rob)
2108 { 1845 {
2109 if (op->type == PLAYER) 1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return; 1847 return;
2112 } 1848 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849
2114 return; 1850 if (rob->type == BUILDER)
2115 case range_builder:
2116 apply_map_builder (op, dir); 1851 apply_map_builder (op, dir);
2117 return; 1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL)
2118 default: 1853 do_skill (op, op, rob, dir, NULL);
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1854 else
2120 return; 1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage
2121 } 1856 }
2122} 1857}
2123
2124
2125 1858
2126/* find_key 1859/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1860 * 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 1861 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1864 * pl is the player,
2132 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
2135 */ 1868 */
2136
2137object * 1869object *
2138find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
2139{ 1871{
2140 object *tmp, *key; 1872 object *tmp, *key;
2141 1873
2142 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1875 if (!container->inv)
2144 return NULL; 1876 return 0;
2145 1877
2146 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1880 {
2149 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1882 break;
2151 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
2153 */ 1885 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1887 break;
2156 } 1888 }
1889
2157 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1891 /* 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 1892 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1893 * a key, return
2161 */ 1894 */
2162 if (!tmp) 1895 if (!tmp)
2163 { 1896 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1898 {
2166 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1901 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
2170 return key; 1903 return key;
2171 } 1904 }
2172 } 1905 }
1906
2173 if (!tmp) 1907 if (!tmp)
2174 return NULL; 1908 return NULL;
2175 } 1909 }
1910
2176 /* We get down here if we have found a key. Now if its in a container, 1911 /* 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 1912 * see if we actually want to use it
2178 */ 1913 */
2179 if (pl != container) 1914 if (pl != container)
2180 { 1915 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 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)); 1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1938 return NULL;
2204 } 1939 }
2205 } 1940 }
1941
2206 return tmp; 1942 return tmp;
2207} 1943}
2208 1944
2209/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
2224 if (key) 1960 if (key)
2225 { 1961 {
2226 object *container = key->env; 1962 object *container = key->env;
2227 1963
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965
2229 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2230 make_visible (op); 1967 make_visible (op);
1968
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2233 if (door->type == DOOR) 1972 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2238 { 1975 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 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 ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1978 }
1979
2242 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2245 if (container != op) 1983 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2247 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2248 } 1987 }
2249 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2250 { 1989 {
2251 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 1992 return 1;
2254 } 1993 }
1994
2255 return 0; 1995 return 0;
2256} 1996}
2257 1997
2258/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2263 */ 2003 */
2264void 2004void
2265move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2266{ 2006{
2267 object *tmp, *mon; 2007 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2008 int on_battleground;
2270 maptile *m; 2009 maptile *m;
2271 2010
2272 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2274 2013
2275 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2276 2015
2277 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2285 */ 2024 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2026 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2028 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2291 if (!m) 2030 if (!m)
2292 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2293 } 2032 }
2294 else 2033 else
2295 m = op->map; 2034 m = op->map;
2296 2035
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 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; 2037 return;
2301 }
2302 2038
2303 mon = 0; 2039 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* 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. 2041 * 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 2042 * 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))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2096 {
2361 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2098 if (op->contr->braced)
2363 return; 2099 return;
2100
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2104 make_visible (op);
2105
2368 return; 2106 return;
2369 } 2107 }
2370 2108
2371 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2124 !on_battleground))
2387 { 2125 {
2388 if (!op->contr->braced) 2126 if (!op->contr->braced)
2389 { 2127 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2392 } 2130 }
2393 else 2131 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2395 2133
2396 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2149 * 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: 2150 * 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 2151 * 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. 2152 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2153 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 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))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2156 {
2420 2157
2421 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2455int 2192int
2456move_player (object *op, int dir) 2193move_player (object *op, int dir)
2457{ 2194{
2458 int pick; 2195 int pick;
2459 2196
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2198 return 0;
2462 2199
2463 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2465 { 2202 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2204 return 0;
2468 } 2205 }
2469 2206
2470 /* peterm: added following line */ 2207 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2210
2474 op->facing = dir; 2211 op->facing = dir;
2475 2212
2476 if (op->hide) 2213 if (op->hide)
2477 do_hidden_move (op); 2214 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2511 */ 2248 */
2512int 2249int
2513handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2514{ 2251{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2253 {
2537 flee_player (op); 2254 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2257 {
2541 op->speed_left--; 2258 op->speed_left--;
2542 return 0; 2259 return 0;
2543 } 2260 }
2544 } 2261 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2262
2554 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2265 * called, so we recheck it here.
2557 */ 2266 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2268 return 1;
2560 ;
2561 2269
2562 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2563 return 0; 2271 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2273 {
2567 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2275 op->speed_left--;
2569 2276
2570 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2573 */ 2280 */
2574 move_player (op, op->direction); 2281 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2282
2576 return 1; 2283 return op->speed_left > 0;
2577 else 2284 }
2578 return 0;
2579 } 2285 }
2580 2286
2581 return 0; 2287 return 0;
2582} 2288}
2583 2289
2603 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2604 2310
2605 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2606 op->stats.food = 999; 2312 op->stats.food = 999;
2607 2313
2608 fix_player (op); 2314 op->update_stats ();
2609 return 1; 2315 return 1;
2610 } 2316 }
2611 2317
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2327 * from.
2622 */ 2328 */
2623void 2329void
2624remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2625{ 2331{
2626 object *next;
2627
2628 while (op) 2332 while (op)
2629 { 2333 {
2630 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2335
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2337 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2641 } 2342 }
2642 else if (op->inv) 2343 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2644 2345
2645 op = next; 2346 op = next;
2646 } 2347 }
2647} 2348}
2648
2649 2349
2650/* 2350/*
2651 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2388 strcat (buf2, buf);
2689 2389
2690 return buf2; 2390 return buf2;
2691} 2391}
2692
2693
2694 2392
2695void 2393void
2696do_some_living (object *op) 2394do_some_living (object *op)
2697{ 2395{
2698 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2402 int rate_grace = 2000;
2705 const int max_hp = 1; 2403 const int max_hp = 1;
2706 const int max_sp = 1; 2404 const int max_sp = 1;
2707 const int max_grace = 1; 2405 const int max_grace = 1;
2708 2406
2709 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2710 { 2416 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2714 } 2424 }
2715 2425
2716 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2717 { 2427 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2432 else
2724 { 2433 {
2725 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2436 }
2437
2728 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2440 else
2731 { 2441 {
2732 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2444 }
2445
2735 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2448 else
2738 { 2449 {
2739 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2452 }
2742 2453
2743 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2456 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2748 { 2459 {
2749 op->stats.sp++; 2460 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2468 op->stats.food = last_food;
2758 } 2469 }
2759 } 2470 }
2471
2760 if (max_sp > 1) 2472 if (max_sp > 1)
2761 { 2473 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2475 if (over_sp > 0)
2764 { 2476 {
2765 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2766 { 2478 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2482 op->stats.sp--;
2483
2770 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2772 } 2486 }
2773 op->last_sp = 0; 2487 op->last_sp = 0;
2774 } 2488 }
2775 else 2489 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2491 }
2780 else 2492 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2494 }
2785 2495
2786 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2789 { 2499 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2792 if (max_grace > 1) 2503 if (max_grace > 1)
2793 { 2504 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2506 if (over_grace > 0)
2796 { 2507 {
2824 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2537 op->stats.food = last_food;
2827 } 2538 }
2828 } 2539 }
2540
2829 if (max_hp > 1) 2541 if (max_hp > 1)
2830 { 2542 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2544 if (over_hp > 0)
2833 { 2545 {
2857 2569
2858 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2572 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2862 /* dms do not consume food */ 2575 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2577 op->stats.food--;
2865 } 2578 }
2866 }
2867 2579
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2581 {
2870 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2871 2583
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2585 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2593 break;
2882 } 2594 }
2883 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2884 flesh = tmp; 2596 flesh = tmp;
2885 } /* End if paid for object */ 2597 } /* End if paid for object */
2886 } /* end of for loop */ 2598 } /* end of for loop */
2599
2887 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2601 * eat flesh instead.
2889 */ 2602 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2604 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2894 } 2607 }
2895 } /* end if player is starving */ 2608 }
2896 2609
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2899 2612
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2614 kill_player (op);
2615 }
2902} 2616}
2903
2904
2905 2617
2906/* If the player should die (lack of hp, food, etc), we call this. 2618/* 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 2619 * 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 2620 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2621 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 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..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2653
2942 /* restore player */ 2654 /* restore player */
2943 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2657 {
2947 tmp->destroy (); 2658 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2660 }
2950 2661
2951 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2664 {
2955 tmp->destroy (); 2665 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2667 }
2958 2668
2960 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2672 op->stats.food = 999;
2963 2673
2964 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2676 {
2968 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2678 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " 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); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2682 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2686 }
2979 2687
2980 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2690 op->contr->braced = 0;
2987 2695
2988 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2989 2697
2990 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2991 { 2699 {
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); 2700 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3001 } 2702 }
3002 else 2703 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); 2704 sprintf (buf, "%s died.", &op->name);
3012 } 2705
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2707
3015 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3016 x = op->x; 2709 x = op->x;
3017 y = op->y; 2710 y = op->y;
3018 map = op->map; 2711 map = op->map;
3019 2712
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2714 * 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. 2715 * See the config.h file for a little more in depth detail about this.
3026 */ 2716 */
3027 2717
3028 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2720 * of death.
3031 */ 2721 */
3032#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3034 { 2724 {
3035 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2727 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2730 little bit harder. */
3041 /* GD */ 2731 /* GD */
3042 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2733 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2734 else
3048 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3049 num_stats_lose = 1; 2738 num_stats_lose = 1;
3050 } 2739
3051 lost_a_stat = 0; 2740 lost_a_stat = 0;
3052 2741
3053 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3054 { 2743 {
3055 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3056 2745
3057 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3058 { 2747 {
3059 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2749 * what he lost.
3061 */ 2750 */
3062 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3068 } 2769 }
3069 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3070 { 2772 {
3071 /* deplete a stat */ 2773 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3073 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3074 2776 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2777 {
3078 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3080 } 2780
3081 lose_this_stat = 1; 2781 /* 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) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2787 {
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; 2788 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2790 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 } 2791 }
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 */ 2792 else
3123 if (this_stat >= -50)
3124 { 2793 {
3125 change_attr_value (&(dep->stats), i, -1); 2794 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; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2799 }
3131 } 2800 }
3132 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3133 } 2820 }
2821 }
2822 }
3134 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2824 if (!lost_a_stat)
3136 { 2825 {
3137 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3140 2829
3141 if (god && (strcmp (god, "none"))) 2830 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); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2832 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2834 }
3146#else 2835#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2837#endif
3149 2838
3150 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2840 * exp loss on the stone.
3152 */ 2841 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2844 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2846 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); 2847 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; 2848 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2851
3163 /**************************************/ 2852 /**************************************/
3164 /* */ 2853 /* */
3165 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3168 /* */ 2857 /* */
3169 /**************************************/ 2858 /**************************************/
3170 2859
3171 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2861 /* restore player */
3173 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3175 2864
3176 if (tmp) 2865 if (tmp)
3177 { 2866 {
3178 tmp->destroy (); 2867 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2869 }
3181 2870
3182 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2873 if (tmp)
3185 { 2874 {
3186 tmp->destroy (); 2875 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2877 }
3189 2878
3190 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3191 2880
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3195 op->stats.food = 900; 2884 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2888
3200 /* 2889 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3203 * in the map. 2892 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3208 2894
3209 /****************************************/ 2895 /****************************************/
3210 /* */ 2896 /* */
3211 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3213 /* */ 2899 /* */
3214 /****************************************/ 2900 /****************************************/
3215 2901
3216 enter_player_savebed (op); 2902 enter_player_savebed (op);
3217 2903
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2904 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2905
3224 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2909 * on the space that might harm the player.
3228 */ 2910 */
3229 will_kill_again = 0; 2911 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3233 2915
3234 if (will_kill_again) 2916 if (will_kill_again)
3235 { 2917 {
3236 object *force; 2918 object *force;
3237 int at; 2919 int at;
3238 2920
3239 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2923 force->speed = 0.1;
3242 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2928 force->resist[at] = 100;
3247 2929
3248 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3249 fix_player (op); 2931 op->update_stats ();
3250 2932
3251 } 2933 }
3252 2934
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 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} 2936}
3322
3323 2937
3324void 2938void
3325loot_object (object *op) 2939loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3328 2942
3329 if (op->container) 2943 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2944
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3335 { 2946 {
3336 next = tmp->below; 2947 next = tmp->below;
2948
3337 if (tmp->invisible) 2949 if (tmp->invisible)
3338 continue; 2950 continue;
2951
3339 tmp->remove (); 2952 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3341 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2957
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2959 {
3347 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3348 { 2961 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2963 tmp2->destroy ();
3361/* 2974/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2977 * was changed.
3365 */ 2978 */
3366
3367void 2979void
3368fix_weight (void) 2980fix_weight (void)
3369{ 2981{
3370 player *pl; 2982 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2983 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2985
3376 if (old == sum) 2986 if (old == sum)
3377 continue; 2987 continue;
3378 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2990 }
3381} 2991}
3382 2992
3383void 2993void
3384fix_luck (void) 2994fix_luck (void)
3385{ 2995{
3386 player *pl; 2996 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2997 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3391} 2999}
3392
3393 3000
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3397 */ 3004 */
3398
3399void 3005void
3400cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3401{ 3007{
3402 object *skop, *spob; 3008 object *skop, *spob;
3403 3009
3437 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3438 { 3044 {
3439 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3441 } 3047 }
3048
3442 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3443} 3050}
3444 3051
3445int 3052int
3446is_true_undead (object *op) 3053is_true_undead (object *op)
3447{ 3054{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3056 return 1;
3452 3057
3453 return 0; 3058 return 0;
3454} 3059}
3513 3118
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3120
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3520 { 3124 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3126 make_visible (op);
3523 return; 3127 return;
3524 } 3128 }
3525 else 3129 else
3526 num += 20; 3130 num += 20;
3527 } 3131
3528 num += op->map->difficulty; 3132 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3134 num -= hide;
3135
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3137 {
3533 make_visible (op); 3138 make_visible (op);
3534 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3141 }
3537 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3144}
3542 3145
3543/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3544 3147
3545int 3148int
3612 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3613 { 3216 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3218 return -1;
3616 } 3219 }
3220
3617 if (!pl || !op) 3221 if (!pl || !op)
3618 return 0; 3222 return 0;
3619 3223
3620 if (op->head)
3621 {
3622 op = op->head; 3224 op = op->head_ ();
3623 } 3225
3624 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3625 3227
3626 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3229 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3348 int i = 0, j = 0;
3747 3349
3748 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3757 3359
3758 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3759 return; 3361 return;
3760 3362
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3364
3763 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3764 { 3366 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3368 return;
3767 } 3369 }
3768 3370
3893 * not readied. 3495 * not readied.
3894 */ 3496 */
3895void 3497void
3896player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3897{ 3499{
3898 rangetype i; 3500 if (pl->combat_ob == ob)
3899
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3902 if (pl->ranges[i] == ob)
3903 {
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 } 3501 {
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0;
3504 }
3505
3506 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0;
3510 }
3911} 3511}
3512
3513sint8
3514player::visibility_at (maptile *map, int x, int y) const
3515{
3516 if (!ns)
3517 return 0;
3518
3519 int dx, dy;
3520 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3521 return 0;
3522
3523 x += dx - ns->current_x + ns->mapx / 2;
3524 y += dy - ns->current_y + ns->mapy / 2;
3525
3526 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3527 return 0;
3528
3529 return 100 - blocked_los [x][y];
3530}

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