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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 1.122 by root, Wed May 9 11:32:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->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} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 169 ob->enter_exit (tmp);
305}
306 170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
279
280 ob->update_stats ();
281 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0);
285
286 activate ();
287
288 send_rules (ob);
289 send_news (ob);
290 display_motd (ob);
291
292 INVOKE_PLAYER (CONNECT, this);
293 INVOKE_PLAYER (LOGIN, this);
294}
295
296void
297player::disconnect ()
298{
299 if (ns)
300 {
301 if (active)
302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303
304 INVOKE_PLAYER (DISCONNECT, this);
305
306 ns->reset_stats ();
307 ns->pl = 0;
308 ns = 0;
309 }
310
311 if (ob)
312 ob->close_container (); //TODO: client-specific
313
314 deactivate ();
315}
316
317// the need for this function can be explained
318// by load_object not returning the object
319void
320player::set_object (object *op)
321{
322 ob = op;
323 ob->contr = this; /* this aren't yet in archetype */
324
325 ob->speed_left = 0.5;
326 ob->speed = 1.0;
327 ob->direction = 5; /* So player faces south */
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348}
349
350void
351player::do_destroy ()
352{
353 disconnect ();
354
355 attachable::do_destroy ();
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
307/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
309 * mode. 372 * mode.
310 */ 373 */
311 374player *
312int 375player::create ()
313add_player (client *ns)
314{ 376{
315 player *p = new player; 377 player *pl = new player;
316 378
317 p->ns = ns; 379 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 380
320 p->next = first_player; 381 pl->ob->roll_stats ();
321 first_player = p; 382 pl->ob->stats.wc = 2;
383 pl->ob->run_away = 25; /* Then we panick... */
322 384
323 p = get_player (p);
324
325 set_first_map (p->ob); 385 set_first_map (pl->ob);
326 386
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; 387 return pl;
336} 388}
337 389
338/* 390/*
339 * get_player_archetype() return next player archetype from archetype 391 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 392 * list. Not very efficient routine, but used only creating new players.
365 417
366object * 418object *
367get_nearest_player (object *mon) 419get_nearest_player (object *mon)
368{ 420{
369 object *op = NULL; 421 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 422 objectlink *ol;
372 unsigned lastdist; 423 unsigned lastdist;
373 rv_vector rv; 424 rv_vector rv;
374 425
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 427 {
377 /* We should not find free objects on this friendly list, but it 428 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 429 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 430 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 431 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 435 object *tmp = ol->ob;
385 436
386 /* Can't do much more other than log the fact, because the object 437 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 438 * itself will have been cleared.
388 */ 439 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
390 ol = ol->next; 442 ol = ol->next;
391 remove_friendly_object (tmp); 443 remove_friendly_object (tmp);
392 if (!ol) 444 if (!ol)
393 return op; 445 return op;
394 } 446 }
407 { 459 {
408 op = ol->ob; 460 op = ol->ob;
409 lastdist = rv.distance; 461 lastdist = rv.distance;
410 } 462 }
411 } 463 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 464
413 { 465 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 466 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 467 if (lastdist > rv.distance)
418 { 468 {
419 op = pl->ob; 469 op = pl->ob;
420 lastdist = rv.distance; 470 lastdist = rv.distance;
421 } 471 }
422 } 472
423 }
424#if 0 473#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 474 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 475#endif
427 return op; 476 return op;
428} 477}
446 * circling behaviour. Unfortunately, this function is also used to determined 495 * 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 496 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 497 * is probably not a good thing.
449 */ 498 */
450#define MAX_SPACES 50 499#define MAX_SPACES 50
451
452 500
453/* 501/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 502 * 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 503 * 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 504 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 535 x = mon->x;
488 y = mon->y; 536 y = mon->y;
489 m = mon->map; 537 m = mon->map;
490 dir = rv.direction; 538 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 539 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); 540 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541
493 /* If we can't solve it within the search distance, return now. */ 542 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 543 if (diff > max)
495 return 0; 544 return 0;
545
496 while (diff > 1 && max > 0) 546 while (diff > 1 && max > 0)
497 { 547 {
498 lastx = x; 548 lastx = x;
499 lasty = y; 549 lasty = y;
500 lastmap = m; 550 lastmap = m;
582 max--; 632 max--;
583 lastdir = dir; 633 lastdir = dir;
584 if (!firstdir) 634 if (!firstdir)
585 firstdir = dir; 635 firstdir = dir;
586 } 636 }
637
587 if (diff <= 1) 638 if (diff <= 1)
588 { 639 {
589 /* Recalculate diff (distance) because we may not have actually 640 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 641 * headed toward player for entire distance.
591 */ 642 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 643 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); 644 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 645 }
646
595 if (diff > max) 647 if (diff > max)
596 return 0; 648 return 0;
597 } 649 }
650
598 /* If we reached the max, didn't find a direction in time */ 651 /* If we reached the max, didn't find a direction in time */
599 if (!max) 652 if (!max)
600 return 0; 653 return 0;
601 654
602 return firstdir; 655 return firstdir;
695 /* Need to set up the skill pointers */ 748 /* Need to set up the skill pointers */
696 link_player_skills (pl); 749 link_player_skills (pl);
697} 750}
698 751
699void 752void
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) 753get_party_password (object *op, partylist *party)
785{ 754{
786 if (party == NULL) 755 if (party == NULL)
787 { 756 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 757 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 758 return;
790 } 759 }
760
791 op->contr->write_buf[0] = '\0'; 761 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 762 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 763 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 764 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 765}
796 766
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 767/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 768static int
800roll_stat (void) 769roll_stat (void)
801{ 770{
802 int a[4], i, j, k; 771 int a[4], i, j, k;
803 772
804 for (i = 0; i < 4; i++) 773 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 774 a[i] = (int) rndm (6) + 1;
806 775
807 for (i = 0, j = 0, k = 7; i < 4; i++) 776 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 777 if (a[i] < k)
809 k = a[i], j = i; 778 k = a[i], j = i;
810 779
811 for (i = 0, k = 0; i < 4; i++) 780 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 781 if (i != j)
814 k += a[i]; 782 k += a[i];
815 } 783
816 return k; 784 return k;
817} 785}
818 786
819void 787void
820roll_stats (object *op) 788object::roll_stats ()
821{ 789{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 790 int statsort [7];
825 791
826 do 792 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 } 793 {
837 while (sum < 82 || sum > 116); 794 int sum = 0;
795 for (int i = 7; i--; )
796 sum += statsort [i] = roll_stat ();
838 797
798 if (sum >= 82 && sum <= 116)
799 break;
800 }
801
839 /* Sort the stats so that rerolling is easier... */ 802 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 803 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;
847 804
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]; 805 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 806 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 807 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 808 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 809 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 810 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 811 stats.Cha = statsort[6];
872 812
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; 813 stats.exp = 0;
884 op->stats.ac = 0; 814 stats.ac = 0;
885 815
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; 816 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
894 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
895} 828}
896 829
897void 830void
898Roll_Again (object *op) 831object::swap_stats (int a, int b)
899{ 832{
900 esrv_new_player (op->contr, 0); 833 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 834 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)? "); 835 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 836
905void 837 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
907{ 869{
908 signed char tmp;
909 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
910 871
911 if (op->contr->Swap_First == -1) 872 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); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 874 //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); 875 //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} 876}
1026 877
1027/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1031 * not the class. 882 * not the class.
1032 */ 883 */
1033 884void
1034int 885player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 886{
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 */ 887 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 889
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 891 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
1055 893
1056 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1058 896
1059 op->contr->ns->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1060 898
1061 if (op->msg) 899 if (ob->msg)
1062 op->msg = NULL; 900 ob->msg = 0;
1063 901
1064 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1065 * to save here. 903 * to save here.
1066 */ 904 */
905 {
906 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1069 910
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 911 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 914 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1078 fix_player (op); 916 ob->update_stats ();
1079 917
1080 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1081 * is one for this race 919 * is one for this race
1082 */ 920 */
1083 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1084 { 922 {
1085 object *tmp; 923 object *tmp;
1086 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1087 925
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 927 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1095 * default initial map */ 933 * default initial map */
1096 tmp->destroy (); 934 tmp->destroy ();
1097 } 935 }
1098 else 936 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
1100 939
1101 return 0; 940void
1102 } 941player::chargen_race_next ()
1103 942{
1104 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1106 */ 945 */
1107 946
1108 tmp_loop = 0; 947 do
1109 while (!tmp_loop)
1110 { 948 {
1111 shstr name = op->name; 949 shstr name = ob->name;
1112 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1113 951
1114 remove_statbonus (op); 952 ob->remove_statbonus ();
1115 op->remove (); 953 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 956 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1121 op->x = x; 959 ob->x = x;
1122 op->y = y; 960 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 964 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 965 }
966 while (!allowed_class (ob));
1129 967
1130 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 970 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 973 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} 974}
1192 975
1193void 976void
1194flee_player (object *op) 977flee_player (object *op)
1195{ 978{
1242 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1027 op->enemy = NULL;
1245} 1028}
1246 1029
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1032 * stop.
1251 */ 1033 */
1252int 1034int
1253check_pick (object *op) 1035check_pick (object *op)
1254{ 1036{
1255 object *tmp, *next; 1037 object *tmp, *next;
1256 int stop = 0; 1038 int stop = 0;
1257 int j, k, wvratio; 1039 int wvratio;
1258 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1259 1041
1260 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1262 return 1; 1044 return 1;
1263 1045
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 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)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1116 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 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)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 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 } 1121 }
1122
1368 /* philosophy: 1123 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1124 * 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 1125 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1128 * example.
1374 * The drawback: right now it has no frontend, so you need to 1129 * 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 1130 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1382 * found object is returned.
1628 */ 1383 */
1629object * 1384object *
1630find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1631{ 1386{
1632 object *tmp = NULL; 1387 object *tmp = 0;
1633 1388
1634 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1638 return op; 1393 return op;
1394
1639 return tmp; 1395 return tmp;
1640} 1396}
1641 1397
1642/* 1398/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1403 */
1648
1649object * 1404object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1406{
1652 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1475 * op = the shooter
1721 * type = bow->race 1476 * type = bow->race
1722 * dir = fire direction 1477 * dir = fire direction
1723 */ 1478 */
1724
1725object * 1479object *
1726pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1727{ 1481{
1728 object *tmp = NULL; 1482 object *tmp = NULL;
1729 maptile *m; 1483 maptile *m;
1803 { 1557 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1559 return 0;
1806 } 1560 }
1807 1561
1808 if (op->type == PLAYER) 1562 if (player *pl = op->contr)
1809 bow = op->contr->ranges[range_bow]; 1563 {
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1810 else 1567 else
1811 { 1568 {
1812 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1571 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1576 if (!bow)
1820 { 1577 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1579 return 0;
1823 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1824 } 1589 }
1825 1590
1826 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1827 { 1592 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1845 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1613 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1850 return 0; 1616 return 0;
1851 } 1617 }
1852 } 1618 }
1853 1619
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1642 return 0;
1877 } 1643 }
1878 1644
1879 arrow->set_owner (op); 1645 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1646 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1647 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1648
1886 if (op->type == PLAYER) 1649 if (op->type == PLAYER)
1887 { 1650 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1652 op->update_stats ();
1890 } 1653 }
1891 1654
1892 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1656
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1658 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype; 1659 arrow->stats.grace = arrow->attacktype;
1660
1896 if (arrow->slaying != NULL) 1661 if (arrow->slaying)
1897 arrow->spellarg = strdup (arrow->slaying); 1662 arrow->spellarg = strdup (arrow->slaying);
1898 1663
1899 /* Note that this was different for monsters - they got their level 1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904 1665
1905 /* update the speed */ 1666 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1667 arrow->speed = (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; 1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1669
1909 if (arrow->speed < 1.0) 1670 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1913 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1914 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1915 { 1676 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1921 } 1682 }
1922 else 1683 else
1923 { 1684 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1685 arrow->level = op->level;
1926 } 1686 arrow->stats.wc -= bow->magic;
1927 1687
1928 if (arrow->attacktype == AT_PHYSICAL) 1688 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying;
1690 }
1691
1692 arrow->stats.wc -= arrow->level;
1693
1929 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1930 1695
1931 if (bow->slaying)
1932 arrow->slaying = bow->slaying;
1933
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1698
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1940 1701
1941 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1703 move_arrow (arrow);
1943 1704
1944 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1964{ 1725{
1965 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1966 1727
1967 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1968 { 1729 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1731 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1733 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1735 wcmod = -1;
1736
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1738 }
1977 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
1978 { 1740 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1746 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1750 }
1990 else 1751 else
1991 { 1752 {
1992 /* Simple case */ 1753 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1755 }
1756
1995 return ret; 1757 return ret;
1996} 1758}
1997 1759
1998 1760
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
2001 */ 1763 */
2002void 1764void
2003fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
2004{ 1766{
2005 object *item; 1767 object *item = op->contr->ranged_ob;
2006 1768
2007 if (!op->contr->ranges[range_misc]) 1769 if (!item)
2008 { 1770 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1772 return;
2011 } 1773 }
2012 1774
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1775 if (!item->inv)
2015 { 1776 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1778 return;
2018 } 1779 }
1780
1781 op->set_weapon (item);
1782
2019 if (item->type == WAND) 1783 if (item->type == WAND)
2020 { 1784 {
2021 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2022 { 1786 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2025 return; 1790 return;
2026 } 1791 }
2027 } 1792 }
2028 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2029 { 1794 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1796 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2033 if (item->type == ROD) 1799 if (item->type == ROD)
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1801 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2037 return; 1804 return;
2038 } 1805 }
2039 } 1806 }
2040 1807
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1816
2050 if (item->arch) 1817 if (item->arch)
2051 { 1818 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2054 item->speed = 0; 1821 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1822 }
1823
2057 if ((tmp = item->in_player ())) 1824 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1826 }
2060 } 1827 }
2061 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1829 drain_rod_charge (item);
2064 }
2065 } 1830 }
2066} 1831}
2067 1832
2068/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2069 */ 1834 */
2074 1839
2075 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2077 make_visible (op); 1842 make_visible (op);
2078 1843
2079 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2080 { 1847 {
2081 case range_none: 1848 control_golem (op->contr->golem, dir);
2082 return; 1849 return;
1850 }
2083 1851
2084 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2085 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2086 return; 1861 break;
2087 1862
2088 case range_magic: /* Casting spells */ 1863 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1865 break;
2091 1866
2092 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1876 default:
2093 fire_misc_object (op, dir); 1877 fire_misc_object (op, dir);
2094 return; 1878 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1879 }
2122} 1880}
2123
2124
2125 1881
2126/* find_key 1882/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1887 * pl is the player,
2132 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2135 */ 1891 */
2136
2137object * 1892object *
2138find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2139{ 1894{
2140 object *tmp, *key; 1895 object *tmp, *key;
2141 1896
2142 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1898 if (!container->inv)
2144 return NULL; 1899 return 0;
2145 1900
2146 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1903 {
2149 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1905 break;
2151 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2153 */ 1908 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1910 break;
2156 } 1911 }
1912
2157 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1916 * a key, return
2161 */ 1917 */
2162 if (!tmp) 1918 if (!tmp)
2163 { 1919 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1921 {
2166 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1924 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2170 return key; 1926 return key;
2171 } 1927 }
2172 } 1928 }
1929
2173 if (!tmp) 1930 if (!tmp)
2174 return NULL; 1931 return NULL;
2175 } 1932 }
1933
2176 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
2178 */ 1936 */
2179 if (pl != container) 1937 if (pl != container)
2180 { 1938 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1961 return NULL;
2204 } 1962 }
2205 } 1963 }
1964
2206 return tmp; 1965 return tmp;
2207} 1966}
2208 1967
2209/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2224 if (key) 1983 if (key)
2225 { 1984 {
2226 object *container = key->env; 1985 object *container = key->env;
2227 1986
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2229 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2230 make_visible (op); 1990 make_visible (op);
1991
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2233 if (door->type == DOOR) 1995 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2238 { 1998 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2241 } 2001 }
2002
2242 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2245 if (container != op) 2006 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2247 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2248 } 2010 }
2249 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2250 { 2012 {
2251 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2015 return 1;
2254 } 2016 }
2017
2255 return 0; 2018 return 0;
2256} 2019}
2257 2020
2258/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2263 */ 2026 */
2264void 2027void
2265move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2266{ 2029{
2267 object *tmp, *mon; 2030 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2031 int on_battleground;
2270 maptile *m; 2032 maptile *m;
2271 2033
2272 nx = freearr_x[dir] + op->x; 2034 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2035 sint16 ny = freearr_y[dir] + op->y;
2274 2036
2275 on_battleground = op_on_battleground (op, 0, 0); 2037 on_battleground = op_on_battleground (op, 0, 0);
2276 2038
2277 /* If braced, or can't move to the square, and it is not out of the 2039 /* 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 2040 * map, attack it. Note order of if statement is important - don't
2285 */ 2047 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2049 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2051 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2052 m = op->map->xy_find (nx, ny);
2291 if (!m) 2053 if (!m)
2292 return; /* Don't think this should happen */ 2054 return; /* Don't think this should happen */
2293 } 2055 }
2294 else 2056 else
2295 m = op->map; 2057 m = op->map;
2296 2058
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2059 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; 2060 return;
2301 }
2302 2061
2303 mon = 0; 2062 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2063 /* 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. 2064 * 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 2065 * 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))) 2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2119 {
2361 /* If we're braced, we don't want to switch places with it */ 2120 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2121 if (op->contr->braced)
2363 return; 2122 return;
2123
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2125 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2127 make_visible (op);
2128
2368 return; 2129 return;
2369 } 2130 }
2370 2131
2371 /* in certain circumstances, you shouldn't attack friendly 2132 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2133 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2147 !on_battleground))
2387 { 2148 {
2388 if (!op->contr->braced) 2149 if (!op->contr->braced)
2389 { 2150 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2152 push_ob (mon, dir, op);
2392 } 2153 }
2393 else 2154 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2155 new_draw_info (0, 0, op, "You withhold your attack");
2395 2156
2396 if (op->contr->tmp_invis || op->hide) 2157 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2172 * 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: 2173 * 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 2174 * 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. 2175 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2176 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2177 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))) 2178 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2179 {
2420 2180
2421 /* If the player hasn't hit something this tick, and does 2181 /* If the player hasn't hit something this tick, and does
2455int 2215int
2456move_player (object *op, int dir) 2216move_player (object *op, int dir)
2457{ 2217{
2458 int pick; 2218 int pick;
2459 2219
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2221 return 0;
2462 2222
2463 /* Sanity check: make sure dir is valid */ 2223 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2224 if ((dir < 0) || (dir >= 9))
2465 { 2225 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2226 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2227 return 0;
2468 } 2228 }
2469 2229
2470 /* peterm: added following line */ 2230 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2232 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2233
2474 op->facing = dir; 2234 op->facing = dir;
2475 2235
2476 if (op->hide) 2236 if (op->hide)
2477 do_hidden_move (op); 2237 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2270 * Returns true if there are more actions we can do.
2511 */ 2271 */
2512int 2272int
2513handle_newcs_player (object *op) 2273handle_newcs_player (object *op)
2514{ 2274{
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)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2276 {
2537 flee_player (op); 2277 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2280 {
2541 op->speed_left--; 2281 op->speed_left--;
2542 return 0; 2282 return 0;
2543 } 2283 }
2544 } 2284 }
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 2285
2554 /* call this here - we also will call this in do_ericserver, but 2286 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2287 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2288 * called, so we recheck it here.
2557 */ 2289 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2290 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2291 return 1;
2560 ;
2561 2292
2562 if (op->speed_left < 0) 2293 if (op->speed_left > 0)
2563 return 0; 2294 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2295 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2296 {
2567 /* All move commands take 1 tick, at least for now */ 2297 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2298 op->speed_left--;
2569 2299
2570 /* Instead of all the stuff below, let move_player take care 2300 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2301 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2302 * there, as well as the confusion stuff.
2573 */ 2303 */
2574 move_player (op, op->direction); 2304 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2305
2576 return 1; 2306 return op->speed_left > 0;
2577 else 2307 }
2578 return 0;
2579 } 2308 }
2580 2309
2581 return 0; 2310 return 0;
2582} 2311}
2583 2312
2603 op->stats.hp = op->stats.maxhp; 2332 op->stats.hp = op->stats.maxhp;
2604 2333
2605 if (op->stats.food < 0) 2334 if (op->stats.food < 0)
2606 op->stats.food = 999; 2335 op->stats.food = 999;
2607 2336
2608 fix_player (op); 2337 op->update_stats ();
2609 return 1; 2338 return 1;
2610 } 2339 }
2611 2340
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2341 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2342 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2350 * from.
2622 */ 2351 */
2623void 2352void
2624remove_unpaid_objects (object *op, object *env) 2353remove_unpaid_objects (object *op, object *env)
2625{ 2354{
2626 object *next;
2627
2628 while (op) 2355 while (op)
2629 { 2356 {
2630 next = op->below; /* Make sure we have a good value, in case 2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2358
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2360 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2361 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2362 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2363
2364 op->insert_at (env);
2641 } 2365 }
2642 else if (op->inv) 2366 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2367 remove_unpaid_objects (op->inv, env);
2644 2368
2645 op = next; 2369 op = next;
2646 } 2370 }
2647} 2371}
2648
2649 2372
2650/* 2373/*
2651 * Returns pointer a static string containing gravestone text 2374 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2375 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2376 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2411 strcat (buf2, buf);
2689 2412
2690 return buf2; 2413 return buf2;
2691} 2414}
2692
2693
2694 2415
2695void 2416void
2696do_some_living (object *op) 2417do_some_living (object *op)
2697{ 2418{
2698 int last_food = op->stats.food; 2419 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2425 int rate_grace = 2000;
2705 const int max_hp = 1; 2426 const int max_hp = 1;
2706 const int max_sp = 1; 2427 const int max_sp = 1;
2707 const int max_grace = 1; 2428 const int max_grace = 1;
2708 2429
2709 if (op->contr->outputs_sync) 2430 if (op->contr->hidden)
2431 {
2432 op->invisible = 1000;
2433 /* the socket code flashes the player visible/invisible
2434 * depending on the value of invisible, so we need to
2435 * alternate it here for it to work correctly.
2436 */
2437 if (pticks & 2)
2438 op->invisible--;
2710 { 2439 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2440 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) 2441 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2442 if (!op->invisible--)
2443 {
2444 make_visible (op);
2445 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 }
2714 } 2447 }
2715 2448
2716 if (op->contr->ns->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2717 { 2450 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2452 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2453 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2455 else
2724 { 2456 {
2725 gen_hp = op->stats.maxhp; 2457 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2459 }
2460
2728 if (op->contr->gen_sp >= 0) 2461 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2463 else
2731 { 2464 {
2732 gen_sp = op->stats.maxsp; 2465 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2467 }
2468
2735 if (op->contr->gen_grace >= 0) 2469 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2471 else
2738 { 2472 {
2739 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2475 }
2742 2476
2743 /* Regenerate Spell Points */ 2477 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2478 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2479 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2480 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) 2481 if (op->stats.sp < op->stats.maxsp)
2748 { 2482 {
2749 op->stats.sp++; 2483 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2489 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2491 op->stats.food = last_food;
2758 } 2492 }
2759 } 2493 }
2494
2760 if (max_sp > 1) 2495 if (max_sp > 1)
2761 { 2496 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2497 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2498 if (over_sp > 0)
2764 { 2499 {
2765 if (op->stats.sp < op->stats.maxsp) 2500 if (op->stats.sp < op->stats.maxsp)
2766 { 2501 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2505 op->stats.sp--;
2506
2770 if (op->stats.sp > op->stats.maxsp) 2507 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2508 op->stats.sp = op->stats.maxsp;
2772 } 2509 }
2773 op->last_sp = 0; 2510 op->last_sp = 0;
2774 } 2511 }
2775 else 2512 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2514 }
2780 else 2515 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2517 }
2785 2518
2786 /* Regenerate Grace */ 2519 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2521 if (--op->last_grace < 0)
2789 { 2522 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2523 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2792 if (max_grace > 1) 2526 if (max_grace > 1)
2793 { 2527 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2529 if (over_grace > 0)
2796 { 2530 {
2824 op->stats.food += op->contr->digestion; 2558 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2560 op->stats.food = last_food;
2827 } 2561 }
2828 } 2562 }
2563
2829 if (max_hp > 1) 2564 if (max_hp > 1)
2830 { 2565 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2567 if (over_hp > 0)
2833 { 2568 {
2857 2592
2858 if (op->contr->gen_hp > 0) 2593 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2595 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2862 /* dms do not consume food */ 2598 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2600 op->stats.food--;
2865 } 2601 }
2866 }
2867 2602
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2604 {
2870 object *tmp, *flesh = NULL; 2605 object *tmp, *flesh = 0;
2871 2606
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2608 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2614 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2616 break;
2882 } 2617 }
2883 else if (tmp->type == FLESH) 2618 else if (tmp->type == FLESH)
2884 flesh = tmp; 2619 flesh = tmp;
2885 } /* End if paid for object */ 2620 } /* End if paid for object */
2886 } /* end of for loop */ 2621 } /* end of for loop */
2622
2887 /* If player is still starving, it means they don't have any food, so 2623 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2624 * eat flesh instead.
2889 */ 2625 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2627 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2629 manual_apply (op, flesh, 0);
2894 } 2630 }
2895 } /* end if player is starving */ 2631 }
2896 2632
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2634 op->stats.food++, op->stats.hp--;
2899 2635
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2637 kill_player (op);
2638 }
2902} 2639}
2903
2904
2905 2640
2906/* If the player should die (lack of hp, food, etc), we call this. 2641/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2642 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2643 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2644 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2676
2942 /* restore player */ 2677 /* restore player */
2943 at = archetype::find ("poisoning"); 2678 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2680 {
2947 tmp->destroy (); 2681 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2683 }
2950 2684
2951 at = archetype::find ("confusion"); 2685 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2687 {
2955 tmp->destroy (); 2688 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2690 }
2958 2691
2960 op->stats.hp = op->stats.maxhp; 2693 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2694 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2695 op->stats.food = 999;
2963 2696
2964 /* create a bodypart-trophy to make the winner happy */ 2697 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2699 {
2968 sprintf (buf, "%s's finger", &op->name); 2700 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2701 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2705 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2708 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2709 }
2979 2710
2980 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2713 op->contr->braced = 0;
2987 2718
2988 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
2989 2720
2990 if (op->stats.food < 0) 2721 if (op->stats.food < 0)
2991 { 2722 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2723 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2724 strcpy (op->contr->killer, "starvation");
3001 } 2725 }
3002 else 2726 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2727 sprintf (buf, "%s died.", &op->name);
3012 } 2728
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2730
3015 /* save the map location for corpse, gravestone */ 2731 /* save the map location for corpse, gravestone */
3016 x = op->x; 2732 x = op->x;
3017 y = op->y; 2733 y = op->y;
3018 map = op->map; 2734 map = op->map;
3019 2735
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2736 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2737 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2738 * See the config.h file for a little more in depth detail about this.
3026 */ 2739 */
3027 2740
3028 /* Basically two ways to go - remove a stat permanently, or just 2741 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2742 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2743 * of death.
3031 */ 2744 */
3032#ifndef COZY_SERVER 2745#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2746 if (settings.balanced_stat_loss)
3034 { 2747 {
3035 /* If stat loss is permanent, lose one stat only. */ 2748 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2749 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2750 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2751 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2752 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2753 little bit harder. */
3041 /* GD */ 2754 /* GD */
3042 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2756 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2757 else
3048 { 2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
3049 num_stats_lose = 1; 2761 num_stats_lose = 1;
3050 } 2762
3051 lost_a_stat = 0; 2763 lost_a_stat = 0;
3052 2764
3053 for (z = 0; z < num_stats_lose; z++) 2765 for (z = 0; z < num_stats_lose; z++)
3054 { 2766 {
3055 i = RANDOM () % NUM_STATS; 2767 i = RANDOM () % NUM_STATS;
3056 2768
3057 if (settings.stat_loss_on_death) 2769 if (settings.stat_loss_on_death)
3058 { 2770 {
3059 /* Pick a random stat and take a point off it. Tell the player 2771 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2772 * what he lost.
3061 */ 2773 */
3062 change_attr_value (&(op->stats), i, -1); 2774 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2775 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2776 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2777 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
3068 } 2792 }
3069 else 2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
3070 { 2795 {
3071 /* deplete a stat */ 2796 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2797 /* Get the stat that we're about to deplete. */
3073 object *dep; 2798 this_stat = get_attr_value (&(dep->stats), i);
3074 2799 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2800 {
3078 dep = arch_to_object (deparch); 2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2802 int keep_chance = this_stat * this_stat;
3080 } 2803
3081 lose_this_stat = 1; 2804 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2810 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2811 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2812 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2813 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2814 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2815 else
3123 if (this_stat >= -50)
3124 { 2816 {
3125 change_attr_value (&(dep->stats), i, -1); 2817 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2822 }
3131 } 2823 }
3132 } 2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
3133 } 2843 }
2844 }
2845 }
3134 /* If no stat lost, tell the player. */ 2846 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2847 if (!lost_a_stat)
3136 { 2848 {
3137 /* determine_god() seems to not work sometimes... why is this? 2849 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2850 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2851 const char *god = determine_god (op);
3140 2852
3141 if (god && (strcmp (god, "none"))) 2853 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2855 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2857 }
3146#else 2858#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2860#endif
3149 2861
3150 /* Put a gravestone up where the character 'almost' died. List the 2862 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2863 * exp loss on the stone.
3152 */ 2864 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2865 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2866 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2867 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2868 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2869 tmp->name_pl = buf;
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2870 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3159 tmp->msg = buf; 2871 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2872 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2873 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2874
3163 /**************************************/ 2875 /**************************************/
3164 /* */ 2876 /* */
3165 /* Subtract the experience points, */ 2877 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2878 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2879 /* food, and reset HP's... */
3168 /* */ 2880 /* */
3169 /**************************************/ 2881 /**************************************/
3170 2882
3171 /* remove any poisoning and confusion the character may be suffering. */ 2883 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2884 /* restore player */
3173 at = archetype::find ("poisoning"); 2885 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2886 tmp = present_arch_in_ob (at, op);
3175 2887
3176 if (tmp) 2888 if (tmp)
3177 { 2889 {
3178 tmp->destroy (); 2890 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2892 }
3181 2893
3182 at = archetype::find ("confusion"); 2894 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2896 if (tmp)
3185 { 2897 {
3186 tmp->destroy (); 2898 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2900 }
3189 2901
3190 cure_disease (op, 0); /* remove any disease */ 2902 cure_disease (op, 0); /* remove any disease */
3191 2903
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2904 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2905 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2906 if (op->stats.food < 100)
3195 op->stats.food = 900; 2907 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2911
3200 /* 2912 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2913 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2914 * and put them back in the map.
3203 * in the map. 2915 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2916 remove_unpaid_objects (op->inv, op);
3208 2917
3209 /****************************************/ 2918 /****************************************/
3210 /* */ 2919 /* */
3211 /* Move player to his current respawn- */ 2920 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2921 /* position (usually last savebed) */
3213 /* */ 2922 /* */
3214 /****************************************/ 2923 /****************************************/
3215 2924
3216 enter_player_savebed (op); 2925 enter_player_savebed (op);
3217 2926
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2927 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2928
3224 /* it is possible that the player has blown something up 2929 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2930 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2931 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2932 * on the space that might harm the player.
3228 */ 2933 */
3229 will_kill_again = 0; 2934 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2935 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2936 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2937 will_kill_again |= tmp->attacktype;
3233 2938
3234 if (will_kill_again) 2939 if (will_kill_again)
3235 { 2940 {
3236 object *force; 2941 object *force;
3237 int at; 2942 int at;
3238 2943
3239 force = get_archetype (FORCE_NAME); 2944 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2945 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2946 force->speed = 0.1;
3242 force->speed_left = -5.0; 2947 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2948 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2949 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2950 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2951 force->resist[at] = 100;
3247 2952
3248 insert_ob_in_ob (force, op); 2953 insert_ob_in_ob (force, op);
3249 fix_player (op); 2954 op->update_stats ();
3250 2955
3251 } 2956 }
3252 2957
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2958 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} 2959}
3322
3323 2960
3324void 2961void
3325loot_object (object *op) 2962loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2963{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2964 object *tmp, *tmp2, *next;
3328 2965
3329 if (op->container) 2966 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2967
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2968 for (tmp = op->inv; tmp; tmp = next)
3335 { 2969 {
3336 next = tmp->below; 2970 next = tmp->below;
2971
3337 if (tmp->invisible) 2972 if (tmp->invisible)
3338 continue; 2973 continue;
2974
3339 tmp->remove (); 2975 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2977
3341 if (tmp->type == CONTAINER) 2978 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2979 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2980
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2982 {
3347 if (tmp->nrof > 1) 2983 if (tmp->nrof > 1)
3348 { 2984 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2986 tmp2->destroy ();
3361/* 2997/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2998 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2999 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 3000 * was changed.
3365 */ 3001 */
3366
3367void 3002void
3368fix_weight (void) 3003fix_weight (void)
3369{ 3004{
3370 player *pl; 3005 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3006 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3007 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3008
3376 if (old == sum) 3009 if (old == sum)
3377 continue; 3010 continue;
3378 fix_player (pl->ob); 3011 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3012 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3013 }
3381} 3014}
3382 3015
3383void 3016void
3384fix_luck (void) 3017fix_luck (void)
3385{ 3018{
3386 player *pl; 3019 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3020 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3021 pl->ob->change_luck (0);
3391} 3022}
3392
3393 3023
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3024/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3025 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3026 * just treat this as any other spell casting object.
3397 */ 3027 */
3398
3399void 3028void
3400cast_dust (object *op, object *throw_ob, int dir) 3029cast_dust (object *op, object *throw_ob, int dir)
3401{ 3030{
3402 object *skop, *spob; 3031 object *skop, *spob;
3403 3032
3437 if (op->type == PLAYER) 3066 if (op->type == PLAYER)
3438 { 3067 {
3439 op->contr->tmp_invis = 0; 3068 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3069 op->contr->invis_race = 0;
3441 } 3070 }
3071
3442 update_object (op, UP_OBJ_FACE); 3072 update_object (op, UP_OBJ_CHANGE);
3443} 3073}
3444 3074
3445int 3075int
3446is_true_undead (object *op) 3076is_true_undead (object *op)
3447{ 3077{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3079 return 1;
3452 3080
3453 return 0; 3081 return 0;
3454} 3082}
3513 3141
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3142 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3143
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3144 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3145 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3146 if (!skop || num >= skop->level)
3520 { 3147 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3148 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3149 make_visible (op);
3523 return; 3150 return;
3524 } 3151 }
3525 else 3152 else
3526 num += 20; 3153 num += 20;
3527 } 3154
3528 num += op->map->difficulty; 3155 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3156 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3157 num -= hide;
3158
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3159 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3160 {
3533 make_visible (op); 3161 make_visible (op);
3534 if (op->type == PLAYER) 3162 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3164 }
3537 else if (op->type == PLAYER && skop) 3165 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3166 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3167}
3542 3168
3543/* determine if who is standing near a hostile creature. */ 3169/* determine if who is standing near a hostile creature. */
3544 3170
3545int 3171int
3612 if (pl->type != PLAYER) 3238 if (pl->type != PLAYER)
3613 { 3239 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3240 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3241 return -1;
3616 } 3242 }
3243
3617 if (!pl || !op) 3244 if (!pl || !op)
3618 return 0; 3245 return 0;
3619 3246
3620 if (op->head)
3621 {
3622 op = op->head; 3247 op = op->head_ ();
3623 } 3248
3624 get_rangevector (pl, op, &rv, 0x1); 3249 get_rangevector (pl, op, &rv, 0x1);
3625 3250
3626 /* starting with the 'head' part, lets loop 3251 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3252 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3253 * part that is in the los array but isnt on
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3370 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3371 int i = 0, j = 0;
3747 3372
3748 /* get the appropriate treasurelist */ 3373 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3374 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3375 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3376 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3377 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3378 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3379 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3380 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3381 trlist = treasurelist::find ("dragon_ability_poison");
3757 3382
3758 if (trlist == NULL || who->type != PLAYER) 3383 if (trlist == NULL || who->type != PLAYER)
3759 return; 3384 return;
3760 3385
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3387
3763 if (tr == NULL || tr->item == NULL) 3388 if (!tr || !tr->item)
3764 { 3389 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3390 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3391 return;
3767 } 3392 }
3768 3393
3893 * not readied. 3518 * not readied.
3894 */ 3519 */
3895void 3520void
3896player_unready_range_ob (player *pl, object *ob) 3521player_unready_range_ob (player *pl, object *ob)
3897{ 3522{
3898 rangetype i; 3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3899 3525
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3526 if (pl->combat_ob == ob)
3901 { 3527 pl->combat_ob = 0;
3528
3902 if (pl->ranges[i] == ob) 3529 if (pl->ranged_ob == ob)
3903 { 3530 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3531}
3532
3533sint8
3534player::visibility_at (maptile *map, int x, int y) const
3535{
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550}

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