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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 1.127 by root, Sat May 12 18:14:48 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 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
307/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
309 * mode. 371 * mode.
310 */ 372 */
311 373player *
312int 374player::create ()
313add_player (client *ns)
314{ 375{
315 player *p = new player; 376 player *pl = new player;
316 377
317 p->ns = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 379
320 p->next = first_player; 380 pl->ob->roll_stats ();
321 first_player = p; 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
322 383
323 p = get_player (p);
324
325 set_first_map (p->ob); 384 set_first_map (pl->ob);
326 385
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 386 return pl;
336} 387}
337 388
338/* 389/*
339 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
365 416
366object * 417object *
367get_nearest_player (object *mon) 418get_nearest_player (object *mon)
368{ 419{
369 object *op = NULL; 420 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 421 objectlink *ol;
372 unsigned lastdist; 422 unsigned lastdist;
373 rv_vector rv; 423 rv_vector rv;
374 424
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 426 {
377 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 434 object *tmp = ol->ob;
385 435
386 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 437 * itself will have been cleared.
388 */ 438 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
390 ol = ol->next; 441 ol = ol->next;
391 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
392 if (!ol) 443 if (!ol)
393 return op; 444 return op;
394 } 445 }
407 { 458 {
408 op = ol->ob; 459 op = ol->ob;
409 lastdist = rv.distance; 460 lastdist = rv.distance;
410 } 461 }
411 } 462 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 463
413 { 464 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
418 { 467 {
419 op = pl->ob; 468 op = pl->ob;
420 lastdist = rv.distance; 469 lastdist = rv.distance;
421 } 470 }
422 } 471
423 }
424#if 0 472#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 474#endif
427 return op; 475 return op;
428} 476}
446 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 496 * is probably not a good thing.
449 */ 497 */
450#define MAX_SPACES 50 498#define MAX_SPACES 50
451
452 499
453/* 500/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 534 x = mon->x;
488 y = mon->y; 535 y = mon->y;
489 m = mon->map; 536 m = mon->map;
490 dir = rv.direction; 537 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
493 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 542 if (diff > max)
495 return 0; 543 return 0;
544
496 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
497 { 546 {
498 lastx = x; 547 lastx = x;
499 lasty = y; 548 lasty = y;
500 lastmap = m; 549 lastmap = m;
582 max--; 631 max--;
583 lastdir = dir; 632 lastdir = dir;
584 if (!firstdir) 633 if (!firstdir)
585 firstdir = dir; 634 firstdir = dir;
586 } 635 }
636
587 if (diff <= 1) 637 if (diff <= 1)
588 { 638 {
589 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 640 * headed toward player for entire distance.
591 */ 641 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 644 }
645
595 if (diff > max) 646 if (diff > max)
596 return 0; 647 return 0;
597 } 648 }
649
598 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
599 if (!max) 651 if (!max)
600 return 0; 652 return 0;
601 653
602 return firstdir; 654 return firstdir;
695 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
696 link_player_skills (pl); 748 link_player_skills (pl);
697} 749}
698 750
699void 751void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->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) 752get_party_password (object *op, partylist *party)
785{ 753{
786 if (party == NULL) 754 if (party == NULL)
787 { 755 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 757 return;
790 } 758 }
759
791 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 764}
796 765
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 767static int
800roll_stat (void) 768roll_stat (void)
801{ 769{
802 int a[4], i, j, k; 770 int a[4], i, j, k;
803 771
804 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
806 774
807 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 776 if (a[i] < k)
809 k = a[i], j = i; 777 k = a[i], j = i;
810 778
811 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 780 if (i != j)
814 k += a[i]; 781 k += a[i];
815 } 782
816 return k; 783 return k;
817} 784}
818 785
819void 786void
820roll_stats (object *op) 787object::roll_stats ()
821{ 788{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 789 int statsort [7];
825 790
826 do 791 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 } 792 {
837 while (sum < 82 || sum > 116); 793 int sum = 0;
794 for (int i = 7; i--; )
795 sum += statsort [i] = roll_stat ();
838 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
839 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + 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;
847 803
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]; 804 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
872 811
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; 812 stats.exp = 0;
884 op->stats.ac = 0; 813 stats.ac = 0;
885 814
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; 815 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
894 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
895} 827}
896 828
897void 829void
898Roll_Again (object *op) 830object::swap_stats (int a, int b)
899{ 831{
900 esrv_new_player (op->contr, 0); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 833
905void 834 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
907{ 861{
908 signed char tmp;
909 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
910 863
911 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 868}
1026 869
1027/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1031 * not the class. 874 * not the class.
1032 */ 875 */
1033 876void
1034int 877player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 878{
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 */ 879 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 881
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 883 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
1055 885
1056 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1058 888
1059 op->contr->ns->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1060 890
1061 if (op->msg) 891 if (ob->msg)
1062 op->msg = NULL; 892 ob->msg = 0;
1063 893
1064 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1065 * to save here. 895 * to save here.
1066 */ 896 */
897 {
898 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1069 902
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 903 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 906 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1078 fix_player (op); 908 ob->update_stats ();
1079 909
1080 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1081 * is one for this race 911 * is one for this race
1082 */ 912 */
1083 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1084 { 914 {
1085 object *tmp; 915 object *tmp;
1086 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1087 917
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 919 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1095 * default initial map */ 925 * default initial map */
1096 tmp->destroy (); 926 tmp->destroy ();
1097 } 927 }
1098 else 928 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
1100 931
1101 return 0; 932void
1102 } 933player::chargen_race_next ()
1103 934{
1104 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1106 */ 937 */
1107 938
1108 tmp_loop = 0; 939 do
1109 while (!tmp_loop)
1110 { 940 {
1111 shstr name = op->name; 941 shstr name = ob->name;
1112 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1113 943
1114 remove_statbonus (op); 944 ob->remove_statbonus ();
1115 op->remove (); 945 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 948 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1121 op->x = x; 951 ob->x = x;
1122 op->y = y; 952 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 956 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 957 }
958 while (!allowed_class (ob));
1129 959
1130 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 962 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 965 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} 966}
1192 967
1193void 968void
1194flee_player (object *op) 969flee_player (object *op)
1195{ 970{
1242 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1019 op->enemy = NULL;
1245} 1020}
1246 1021
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1024 * stop.
1251 */ 1025 */
1252int 1026int
1253check_pick (object *op) 1027check_pick (object *op)
1254{ 1028{
1255 object *tmp, *next; 1029 object *tmp, *next;
1256 int stop = 0; 1030 int stop = 0;
1257 int j, k, wvratio; 1031 int wvratio;
1258 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1259 1033
1260 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1262 return 1; 1036 return 1;
1263 1037
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1108 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1368 /* philosophy: 1115 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1116 * 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 1117 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1120 * example.
1374 * The drawback: right now it has no frontend, so you need to 1121 * 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 1122 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1374 * found object is returned.
1628 */ 1375 */
1629object * 1376object *
1630find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1631{ 1378{
1632 object *tmp = NULL; 1379 object *tmp = 0;
1633 1380
1634 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1638 return op; 1385 return op;
1386
1639 return tmp; 1387 return tmp;
1640} 1388}
1641 1389
1642/* 1390/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1395 */
1648
1649object * 1396object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1398{
1652 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1467 * op = the shooter
1721 * type = bow->race 1468 * type = bow->race
1722 * dir = fire direction 1469 * dir = fire direction
1723 */ 1470 */
1724
1725object * 1471object *
1726pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1727{ 1473{
1728 object *tmp = NULL; 1474 object *tmp = NULL;
1729 maptile *m; 1475 maptile *m;
1803 { 1549 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1551 return 0;
1806 } 1552 }
1807 1553
1808 if (op->type == PLAYER) 1554 if (player *pl = op->contr)
1809 bow = op->contr->ranges[range_bow]; 1555 {
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1810 else 1560 else
1811 { 1561 {
1812 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1569 if (!bow)
1820 { 1570 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1572 return 0;
1823 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1824 } 1582 }
1825 1583
1826 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1827 { 1585 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1845 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1604 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 */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1606 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1608
1850 return 0; 1609 return 0;
1851 } 1610 }
1852 } 1611 }
1853 1612
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1613 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1635 return 0;
1877 } 1636 }
1878 1637
1879 arrow->set_owner (op); 1638 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1639 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1640 arrow->direction = dir;
1883 arrow->x = sx; 1641
1884 arrow->y = sy; 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645
1646 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying);
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);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898 1656
1899 /* Note that this was different for monsters - they got their level 1657 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 1658
1905 /* update the speed */ 1659 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1908 1662
1909 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1913 1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1914 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1915 { 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1921 } 1677 }
1922 else 1678 else
1923 { 1679 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1680 arrow->level = op->level;
1926 } 1681 arrow->stats.wc -= bow->magic;
1927 1682
1928 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1929 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1930 1688
1931 if (bow->slaying) 1689 arrow->stats.wc -= arrow->level;
1932 arrow->slaying = bow->slaying;
1933 1690
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1693
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1695 m->insert (arrow, sx, sy, op);
1940 1696
1941 if (!arrow->destroyed ()) 1697 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1698 move_arrow (arrow);
1943 1699
1944 if (op->type == PLAYER) 1700 if (op->type == PLAYER)
1964{ 1720{
1965 int ret = 0, wcmod = 0; 1721 int ret = 0, wcmod = 0;
1966 1722
1967 if (op->contr->bowtype == bow_bestarrow) 1723 if (op->contr->bowtype == bow_bestarrow)
1968 { 1724 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1726 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1728 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1730 wcmod = -1;
1731
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1733 }
1977 else if (op->contr->bowtype == bow_threewide) 1734 else if (op->contr->bowtype == bow_threewide)
1978 { 1735 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1740 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1741 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 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); 1743 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); 1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1745 }
1990 else 1746 else
1991 { 1747 {
1992 /* Simple case */ 1748 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1750 }
1751
1995 return ret; 1752 return ret;
1996} 1753}
1997 1754
1998 1755
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
2001 */ 1758 */
2002void 1759void
2003fire_misc_object (object *op, int dir) 1760fire_misc_object (object *op, int dir)
2004{ 1761{
2005 object *item; 1762 object *item = op->contr->ranged_ob;
2006 1763
2007 if (!op->contr->ranges[range_misc]) 1764 if (!item)
2008 { 1765 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1767 return;
2011 } 1768 }
2012 1769
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1770 if (!item->inv)
2015 { 1771 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1773 return;
2018 } 1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
2019 if (item->type == WAND) 1779 if (item->type == WAND)
2020 { 1780 {
2021 if (item->stats.food <= 0) 1781 if (item->stats.food <= 0)
2022 { 1782 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 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)); 1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
2025 return; 1786 return;
2026 } 1787 }
2027 } 1788 }
2028 else if (item->type == ROD || item->type == HORN) 1789 else if (item->type == ROD || item->type == HORN)
2029 { 1790 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1792 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
2033 if (item->type == ROD) 1795 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)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1797 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
2037 return; 1800 return;
2038 } 1801 }
2039 } 1802 }
2040 1803
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1804 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1812
2050 if (item->arch) 1813 if (item->arch)
2051 { 1814 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1815 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1816 item->face = item->arch->clone.face;
2054 item->speed = 0; 1817 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1818 }
1819
2057 if ((tmp = item->in_player ())) 1820 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1821 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1822 }
2060 } 1823 }
2061 else if (item->type == ROD || item->type == HORN) 1824 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1825 drain_rod_charge (item);
2064 }
2065 } 1826 }
2066} 1827}
2067 1828
2068/* Received a fire command for the player - go and do it. 1829/* Received a fire command for the player - go and do it.
2069 */ 1830 */
2074 1835
2075 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1837 if (action_makes_visible (op))
2077 make_visible (op); 1838 make_visible (op);
2078 1839
2079 switch (op->contr->shoottype) 1840 player *pl = op->contr;
1841
1842 if (pl->golem)
2080 { 1843 {
2081 case range_none: 1844 control_golem (op->contr->golem, dir);
2082 return; 1845 return;
1846 }
2083 1847
2084 case range_bow: 1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2085 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2086 return; 1857 break;
2087 1858
2088 case range_magic: /* Casting spells */ 1859 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1861 break;
2091 1862
2092 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2093 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2094 return; 1874 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 } 1875 }
2122} 1876}
2123
2124
2125 1877
2126/* find_key 1878/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1879 * 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 1880 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1881 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1883 * pl is the player,
2132 * inv is the objects inventory to searched 1884 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1885 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1886 * This function can be called recursively to search containers.
2135 */ 1887 */
2136
2137object * 1888object *
2138find_key (object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
2139{ 1890{
2140 object *tmp, *key; 1891 object *tmp, *key;
2141 1892
2142 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1894 if (!container->inv)
2144 return NULL; 1895 return 0;
2145 1896
2146 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1899 {
2149 if (door->type == DOOR && tmp->type == KEY) 1900 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1901 break;
2151 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
2153 */ 1904 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1906 break;
2156 } 1907 }
1908
2157 /* No key found - lets search inventories now */ 1909 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1910 /* 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 1911 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1912 * a key, return
2161 */ 1913 */
2162 if (!tmp) 1914 if (!tmp)
2163 { 1915 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1916 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1917 {
2166 /* No reason to search empty containers */ 1918 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1919 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1920 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1921 if ((key = find_key (pl, tmp, door)))
2170 return key; 1922 return key;
2171 } 1923 }
2172 } 1924 }
1925
2173 if (!tmp) 1926 if (!tmp)
2174 return NULL; 1927 return NULL;
2175 } 1928 }
1929
2176 /* We get down here if we have found a key. Now if its in a container, 1930 /* 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 1931 * see if we actually want to use it
2178 */ 1932 */
2179 if (pl != container) 1933 if (pl != container)
2180 { 1934 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1955 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)); 1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1957 return NULL;
2204 } 1958 }
2205 } 1959 }
1960
2206 return tmp; 1961 return tmp;
2207} 1962}
2208 1963
2209/* moved door processing out of move_player_attack. 1964/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1965 * returns 1 if player has opened the door with a key
2224 if (key) 1979 if (key)
2225 { 1980 {
2226 object *container = key->env; 1981 object *container = key->env;
2227 1982
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984
2229 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2230 make_visible (op); 1986 make_visible (op);
1987
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2233 if (door->type == DOOR) 1991 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2238 { 1994 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 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 ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1997 }
1998
2242 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2245 if (container != op) 2002 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2247 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2248 } 2006 }
2249 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2250 { 2008 {
2251 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2011 return 1;
2254 } 2012 }
2013
2255 return 0; 2014 return 0;
2256} 2015}
2257 2016
2258/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2263 */ 2022 */
2264void 2023void
2265move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2266{ 2025{
2267 object *tmp, *mon; 2026 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2027 int on_battleground;
2270 maptile *m; 2028 maptile *m;
2271 2029
2272 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2274 2032
2275 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2276 2034
2277 /* If braced, or can't move to the square, and it is not out of the 2035 /* 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 2036 * map, attack it. Note order of if statement is important - don't
2285 */ 2043 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2045 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2046 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2047 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2048 m = op->map->xy_find (nx, ny);
2291 if (!m) 2049 if (!m)
2292 return; /* Don't think this should happen */ 2050 return; /* Don't think this should happen */
2293 } 2051 }
2294 else 2052 else
2295 m = op->map; 2053 m = op->map;
2296 2054
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2055 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; 2056 return;
2301 }
2302 2057
2303 mon = 0; 2058 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2059 /* 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. 2060 * 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 2061 * 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))) 2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2115 {
2361 /* If we're braced, we don't want to switch places with it */ 2116 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2117 if (op->contr->braced)
2363 return; 2118 return;
2119
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2123 make_visible (op);
2124
2368 return; 2125 return;
2369 } 2126 }
2370 2127
2371 /* in certain circumstances, you shouldn't attack friendly 2128 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2129 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2143 !on_battleground))
2387 { 2144 {
2388 if (!op->contr->braced) 2145 if (!op->contr->braced)
2389 { 2146 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2148 push_ob (mon, dir, op);
2392 } 2149 }
2393 else 2150 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2151 new_draw_info (0, 0, op, "You withhold your attack");
2395 2152
2396 if (op->contr->tmp_invis || op->hide) 2153 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2168 * 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: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2172 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2175 {
2420 2176
2421 /* If the player hasn't hit something this tick, and does 2177 /* If the player hasn't hit something this tick, and does
2455int 2211int
2456move_player (object *op, int dir) 2212move_player (object *op, int dir)
2457{ 2213{
2458 int pick; 2214 int pick;
2459 2215
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2217 return 0;
2462 2218
2463 /* Sanity check: make sure dir is valid */ 2219 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2220 if ((dir < 0) || (dir >= 9))
2465 { 2221 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2222 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2223 return 0;
2468 } 2224 }
2469 2225
2470 /* peterm: added following line */ 2226 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2228 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2229
2474 op->facing = dir; 2230 op->facing = dir;
2475 2231
2476 if (op->hide) 2232 if (op->hide)
2477 do_hidden_move (op); 2233 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2266 * Returns true if there are more actions we can do.
2511 */ 2267 */
2512int 2268int
2513handle_newcs_player (object *op) 2269handle_newcs_player (object *op)
2514{ 2270{
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)) 2271 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2272 {
2537 flee_player (op); 2273 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */ 2274 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2276 {
2541 op->speed_left--; 2277 op->speed_left--;
2542 return 0; 2278 return 0;
2543 } 2279 }
2544 } 2280 }
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 2281
2554 /* call this here - we also will call this in do_ericserver, but 2282 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2283 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2284 * called, so we recheck it here.
2557 */ 2285 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2286 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2287 return 1;
2560 ;
2561 2288
2562 if (op->speed_left < 0) 2289 if (op->speed_left > 0)
2563 return 0; 2290 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2291 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2292 {
2567 /* All move commands take 1 tick, at least for now */ 2293 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2294 op->speed_left--;
2569 2295
2570 /* Instead of all the stuff below, let move_player take care 2296 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2297 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2298 * there, as well as the confusion stuff.
2573 */ 2299 */
2574 move_player (op, op->direction); 2300 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2301
2576 return 1; 2302 return op->speed_left > 0;
2577 else 2303 }
2578 return 0;
2579 } 2304 }
2580 2305
2581 return 0; 2306 return 0;
2582} 2307}
2583 2308
2603 op->stats.hp = op->stats.maxhp; 2328 op->stats.hp = op->stats.maxhp;
2604 2329
2605 if (op->stats.food < 0) 2330 if (op->stats.food < 0)
2606 op->stats.food = 999; 2331 op->stats.food = 999;
2607 2332
2608 fix_player (op); 2333 op->update_stats ();
2609 return 1; 2334 return 1;
2610 } 2335 }
2611 2336
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2337 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2338 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2346 * from.
2622 */ 2347 */
2623void 2348void
2624remove_unpaid_objects (object *op, object *env) 2349remove_unpaid_objects (object *op, object *env)
2625{ 2350{
2626 object *next;
2627
2628 while (op) 2351 while (op)
2629 { 2352 {
2630 next = op->below; /* Make sure we have a good value, in case 2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2354
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2356 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2357 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2358 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2359
2360 op->insert_at (env);
2641 } 2361 }
2642 else if (op->inv) 2362 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2363 remove_unpaid_objects (op->inv, env);
2644 2364
2645 op = next; 2365 op = next;
2646 } 2366 }
2647} 2367}
2648
2649 2368
2650/* 2369/*
2651 * Returns pointer a static string containing gravestone text 2370 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2371 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2372 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2407 strcat (buf2, buf);
2689 2408
2690 return buf2; 2409 return buf2;
2691} 2410}
2692
2693
2694 2411
2695void 2412void
2696do_some_living (object *op) 2413do_some_living (object *op)
2697{ 2414{
2698 int last_food = op->stats.food; 2415 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2421 int rate_grace = 2000;
2705 const int max_hp = 1; 2422 const int max_hp = 1;
2706 const int max_sp = 1; 2423 const int max_sp = 1;
2707 const int max_grace = 1; 2424 const int max_grace = 1;
2708 2425
2709 if (op->contr->outputs_sync) 2426 if (op->contr->hidden)
2427 {
2428 op->invisible = 1000;
2429 /* the socket code flashes the player visible/invisible
2430 * depending on the value of invisible, so we need to
2431 * alternate it here for it to work correctly.
2432 */
2433 if (pticks & 2)
2434 op->invisible--;
2710 { 2435 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2436 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) 2437 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2438 if (!op->invisible--)
2439 {
2440 make_visible (op);
2441 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2442 }
2714 } 2443 }
2715 2444
2716 if (op->contr->ns->state == ST_PLAYING) 2445 if (op->contr->ns->state == ST_PLAYING)
2717 { 2446 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2447 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2448 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2449 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2450 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2451 else
2724 { 2452 {
2725 gen_hp = op->stats.maxhp; 2453 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2454 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2455 }
2456
2728 if (op->contr->gen_sp >= 0) 2457 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2458 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2459 else
2731 { 2460 {
2732 gen_sp = op->stats.maxsp; 2461 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2462 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2463 }
2464
2735 if (op->contr->gen_grace >= 0) 2465 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2467 else
2738 { 2468 {
2739 gen_grace = op->stats.maxgrace; 2469 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2471 }
2742 2472
2743 /* Regenerate Spell Points */ 2473 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2474 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2475 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2476 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) 2477 if (op->stats.sp < op->stats.maxsp)
2748 { 2478 {
2749 op->stats.sp++; 2479 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2485 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2486 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2487 op->stats.food = last_food;
2758 } 2488 }
2759 } 2489 }
2490
2760 if (max_sp > 1) 2491 if (max_sp > 1)
2761 { 2492 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2493 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2494 if (over_sp > 0)
2764 { 2495 {
2765 if (op->stats.sp < op->stats.maxsp) 2496 if (op->stats.sp < op->stats.maxsp)
2766 { 2497 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2501 op->stats.sp--;
2502
2770 if (op->stats.sp > op->stats.maxsp) 2503 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2504 op->stats.sp = op->stats.maxsp;
2772 } 2505 }
2773 op->last_sp = 0; 2506 op->last_sp = 0;
2774 } 2507 }
2775 else 2508 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2510 }
2780 else 2511 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2513 }
2785 2514
2786 /* Regenerate Grace */ 2515 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2517 if (--op->last_grace < 0)
2789 { 2518 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2519 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2520 op->stats.grace++; /* no penalty in food for regaining grace */
2521
2792 if (max_grace > 1) 2522 if (max_grace > 1)
2793 { 2523 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2524 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2525 if (over_grace > 0)
2796 { 2526 {
2824 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2556 op->stats.food = last_food;
2827 } 2557 }
2828 } 2558 }
2559
2829 if (max_hp > 1) 2560 if (max_hp > 1)
2830 { 2561 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2563 if (over_hp > 0)
2833 { 2564 {
2857 2588
2858 if (op->contr->gen_hp > 0) 2589 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2591 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593
2862 /* dms do not consume food */ 2594 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2595 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2596 op->stats.food--;
2865 } 2597 }
2866 }
2867 2598
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2599 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2600 {
2870 object *tmp, *flesh = NULL; 2601 object *tmp, *flesh = 0;
2871 2602
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2603 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2604 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2605 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2606 {
2607 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2610 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2611 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2612 break;
2882 } 2613 }
2883 else if (tmp->type == FLESH) 2614 else if (tmp->type == FLESH)
2884 flesh = tmp; 2615 flesh = tmp;
2885 } /* End if paid for object */ 2616 } /* End if paid for object */
2886 } /* end of for loop */ 2617 } /* end of for loop */
2618
2887 /* If player is still starving, it means they don't have any food, so 2619 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2620 * eat flesh instead.
2889 */ 2621 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2622 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2623 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2624 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2625 manual_apply (op, flesh, 0);
2894 } 2626 }
2895 } /* end if player is starving */ 2627 }
2896 2628
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2629 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2630 op->stats.food++, op->stats.hp--;
2899 2631
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2633 kill_player (op);
2634 }
2902} 2635}
2903
2904
2905 2636
2906/* If the player should die (lack of hp, food, etc), we call this. 2637/* 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 2638 * 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 2639 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2640 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2670 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..."); 2671 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2672
2942 /* restore player */ 2673 /* restore player */
2943 at = archetype::find ("poisoning"); 2674 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2675 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2676 {
2947 tmp->destroy (); 2677 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2678 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2679 }
2950 2680
2951 at = archetype::find ("confusion"); 2681 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2682 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2683 {
2955 tmp->destroy (); 2684 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2686 }
2958 2687
2960 op->stats.hp = op->stats.maxhp; 2689 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2690 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2691 op->stats.food = 999;
2963 2692
2964 /* create a bodypart-trophy to make the winner happy */ 2693 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2694 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2695 {
2968 sprintf (buf, "%s's finger", &op->name); 2696 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2697 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2698 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2699 " 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); 2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2701 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2702 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2703 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2704 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2705 }
2979 2706
2980 /* teleport defeated player to new destination */ 2707 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2708 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2709 op->contr->braced = 0;
2987 2714
2988 command_kill_pets (op, 0); 2715 command_kill_pets (op, 0);
2989 2716
2990 if (op->stats.food < 0) 2717 if (op->stats.food < 0)
2991 { 2718 {
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); 2719 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2720 strcpy (op->contr->killer, "starvation");
3001 } 2721 }
3002 else 2722 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); 2723 sprintf (buf, "%s died.", &op->name);
3012 } 2724
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2726
3015 /* save the map location for corpse, gravestone */ 2727 /* save the map location for corpse, gravestone */
3016 x = op->x; 2728 x = op->x;
3017 y = op->y; 2729 y = op->y;
3018 map = op->map; 2730 map = op->map;
3019 2731
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2732 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2733 * 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. 2734 * See the config.h file for a little more in depth detail about this.
3026 */ 2735 */
3027 2736
3028 /* Basically two ways to go - remove a stat permanently, or just 2737 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2738 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2739 * of death.
3031 */ 2740 */
3032#ifndef COZY_SERVER 2741#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2742 if (settings.balanced_stat_loss)
3034 { 2743 {
3035 /* If stat loss is permanent, lose one stat only. */ 2744 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2745 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2746 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2747 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2748 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2749 little bit harder. */
3041 /* GD */ 2750 /* GD */
3042 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2752 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2753 else
3048 { 2754 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2755 }
2756 else
3049 num_stats_lose = 1; 2757 num_stats_lose = 1;
3050 } 2758
3051 lost_a_stat = 0; 2759 lost_a_stat = 0;
3052 2760
3053 for (z = 0; z < num_stats_lose; z++) 2761 for (z = 0; z < num_stats_lose; z++)
3054 { 2762 {
3055 i = RANDOM () % NUM_STATS; 2763 i = RANDOM () % NUM_STATS;
3056 2764
3057 if (settings.stat_loss_on_death) 2765 if (settings.stat_loss_on_death)
3058 { 2766 {
3059 /* Pick a random stat and take a point off it. Tell the player 2767 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2768 * what he lost.
3061 */ 2769 */
3062 change_attr_value (&(op->stats), i, -1); 2770 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2771 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2772 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2773 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2774 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2775 lost_a_stat = 1;
2776 }
2777 else
2778 {
2779 /* deplete a stat */
2780 archetype *deparch = archetype::find ("depletion");
2781 object *dep;
2782
2783 dep = present_arch_in_ob (deparch, op);
2784 if (!dep)
2785 {
2786 dep = arch_to_object (deparch);
2787 insert_ob_in_ob (dep, op);
3068 } 2788 }
3069 else 2789 lose_this_stat = 1;
2790 if (settings.balanced_stat_loss)
3070 { 2791 {
3071 /* deplete a stat */ 2792 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2793 /* Get the stat that we're about to deplete. */
3073 object *dep; 2794 this_stat = get_attr_value (&(dep->stats), i);
3074 2795 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2796 {
3078 dep = arch_to_object (deparch); 2797 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2798 int keep_chance = this_stat * this_stat;
3080 } 2799
3081 lose_this_stat = 1; 2800 /* 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) 2801 if (keep_chance < 1)
2802 keep_chance = 1;
2803
2804 /* There is a maximum depletion total per level. */
2805 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2806 {
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; 2807 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2808 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2809 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 } 2810 }
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 */ 2811 else
3123 if (this_stat >= -50)
3124 { 2812 {
3125 change_attr_value (&(dep->stats), i, -1); 2813 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; 2814 lose_this_stat = 0;
2815 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2816 this_stat, keep_chance, loss_chance,
2817 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2818 }
3131 } 2819 }
3132 } 2820 }
2821
2822 if (lose_this_stat)
2823 {
2824 this_stat = get_attr_value (&(dep->stats), i);
2825 /* We could try to do something clever like find another
2826 * stat to reduce if this fails. But chances are, if
2827 * stats have been depleted to -50, all are pretty low
2828 * and should be roughly the same, so it shouldn't make a
2829 * difference.
2830 */
2831 if (this_stat >= -50)
2832 {
2833 change_attr_value (&(dep->stats), i, -1);
2834 SET_FLAG (dep, FLAG_APPLIED);
2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2836 op->update_stats ();
2837 lost_a_stat = 1;
2838 }
3133 } 2839 }
2840 }
2841 }
3134 /* If no stat lost, tell the player. */ 2842 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2843 if (!lost_a_stat)
3136 { 2844 {
3137 /* determine_god() seems to not work sometimes... why is this? 2845 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2846 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2847 const char *god = determine_god (op);
3140 2848
3141 if (god && (strcmp (god, "none"))) 2849 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); 2850 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2851 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2853 }
3146#else 2854#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2856#endif
3149 2857
3150 /* Put a gravestone up where the character 'almost' died. List the 2858 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2859 * exp loss on the stone.
3152 */ 2860 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2861 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2862 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2863 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2864 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2865 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); 2866 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; 2867 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2868 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2870
3163 /**************************************/ 2871 /**************************************/
3164 /* */ 2872 /* */
3165 /* Subtract the experience points, */ 2873 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2874 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2875 /* food, and reset HP's... */
3168 /* */ 2876 /* */
3169 /**************************************/ 2877 /**************************************/
3170 2878
3171 /* remove any poisoning and confusion the character may be suffering. */ 2879 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2880 /* restore player */
3173 at = archetype::find ("poisoning"); 2881 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2882 tmp = present_arch_in_ob (at, op);
3175 2883
3176 if (tmp) 2884 if (tmp)
3177 { 2885 {
3178 tmp->destroy (); 2886 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2887 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2888 }
3181 2889
3182 at = archetype::find ("confusion"); 2890 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2891 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2892 if (tmp)
3185 { 2893 {
3186 tmp->destroy (); 2894 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2896 }
3189 2897
3190 cure_disease (op, 0); /* remove any disease */ 2898 cure_disease (op, 0); /* remove any disease */
3191 2899
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2900 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2901 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2902 if (op->stats.food < 100)
3195 op->stats.food = 900; 2903 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2904 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2907
3200 /* 2908 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2909 * 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 2910 * and put them back in the map.
3203 * in the map. 2911 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2912 remove_unpaid_objects (op->inv, op);
3208 2913
3209 /****************************************/ 2914 /****************************************/
3210 /* */ 2915 /* */
3211 /* Move player to his current respawn- */ 2916 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2917 /* position (usually last savebed) */
3213 /* */ 2918 /* */
3214 /****************************************/ 2919 /****************************************/
3215 2920
3216 enter_player_savebed (op); 2921 enter_player_savebed (op);
3217 2922
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2923 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2924
3224 /* it is possible that the player has blown something up 2925 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2926 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2927 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2928 * on the space that might harm the player.
3228 */ 2929 */
3229 will_kill_again = 0; 2930 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2931 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2932 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2933 will_kill_again |= tmp->attacktype;
3233 2934
3234 if (will_kill_again) 2935 if (will_kill_again)
3235 { 2936 {
3236 object *force; 2937 object *force;
3237 int at; 2938 int at;
3238 2939
3239 force = get_archetype (FORCE_NAME); 2940 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2941 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2942 force->speed = 0.1;
3242 force->speed_left = -5.0; 2943 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2944 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2945 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2946 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2947 force->resist[at] = 100;
3247 2948
3248 insert_ob_in_ob (force, op); 2949 insert_ob_in_ob (force, op);
3249 fix_player (op); 2950 op->update_stats ();
3250 2951
3251 } 2952 }
3252 2953
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2954 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} 2955}
3322
3323 2956
3324void 2957void
3325loot_object (object *op) 2958loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2959{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2960 object *tmp, *tmp2, *next;
3328 2961
3329 if (op->container) 2962 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2963
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2964 for (tmp = op->inv; tmp; tmp = next)
3335 { 2965 {
3336 next = tmp->below; 2966 next = tmp->below;
2967
3337 if (tmp->invisible) 2968 if (tmp->invisible)
3338 continue; 2969 continue;
2970
3339 tmp->remove (); 2971 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2972 tmp->x = op->x, tmp->y = op->y;
2973
3341 if (tmp->type == CONTAINER) 2974 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2975 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2976
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2978 {
3347 if (tmp->nrof > 1) 2979 if (tmp->nrof > 1)
3348 { 2980 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2982 tmp2->destroy ();
3361/* 2993/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2994 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2995 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2996 * was changed.
3365 */ 2997 */
3366
3367void 2998void
3368fix_weight (void) 2999fix_weight (void)
3369{ 3000{
3370 player *pl; 3001 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3002 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3004
3376 if (old == sum) 3005 if (old == sum)
3377 continue; 3006 continue;
3378 fix_player (pl->ob); 3007 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3008 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3009 }
3381} 3010}
3382 3011
3383void 3012void
3384fix_luck (void) 3013fix_luck (void)
3385{ 3014{
3386 player *pl; 3015 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3016 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3017 pl->ob->change_luck (0);
3391} 3018}
3392
3393 3019
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3020/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3021 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3022 * just treat this as any other spell casting object.
3397 */ 3023 */
3398
3399void 3024void
3400cast_dust (object *op, object *throw_ob, int dir) 3025cast_dust (object *op, object *throw_ob, int dir)
3401{ 3026{
3402 object *skop, *spob; 3027 object *skop, *spob;
3403 3028
3437 if (op->type == PLAYER) 3062 if (op->type == PLAYER)
3438 { 3063 {
3439 op->contr->tmp_invis = 0; 3064 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3065 op->contr->invis_race = 0;
3441 } 3066 }
3067
3442 update_object (op, UP_OBJ_FACE); 3068 update_object (op, UP_OBJ_CHANGE);
3443} 3069}
3444 3070
3445int 3071int
3446is_true_undead (object *op) 3072is_true_undead (object *op)
3447{ 3073{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3075 return 1;
3452 3076
3453 return 0; 3077 return 0;
3454} 3078}
3513 3137
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3138 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3139
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3140 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3141 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3142 if (!skop || num >= skop->level)
3520 { 3143 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3145 make_visible (op);
3523 return; 3146 return;
3524 } 3147 }
3525 else 3148 else
3526 num += 20; 3149 num += 20;
3527 } 3150
3528 num += op->map->difficulty; 3151 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3152 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3153 num -= hide;
3154
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3156 {
3533 make_visible (op); 3157 make_visible (op);
3534 if (op->type == PLAYER) 3158 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3159 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3160 }
3537 else if (op->type == PLAYER && skop) 3161 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3162 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3163}
3542 3164
3543/* determine if who is standing near a hostile creature. */ 3165/* determine if who is standing near a hostile creature. */
3544 3166
3545int 3167int
3612 if (pl->type != PLAYER) 3234 if (pl->type != PLAYER)
3613 { 3235 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3236 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3237 return -1;
3616 } 3238 }
3239
3617 if (!pl || !op) 3240 if (!pl || !op)
3618 return 0; 3241 return 0;
3619 3242
3620 if (op->head)
3621 {
3622 op = op->head; 3243 op = op->head_ ();
3623 } 3244
3624 get_rangevector (pl, op, &rv, 0x1); 3245 get_rangevector (pl, op, &rv, 0x1);
3625 3246
3626 /* starting with the 'head' part, lets loop 3247 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3248 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3249 * part that is in the los array but isnt on
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3366 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3367 int i = 0, j = 0;
3747 3368
3748 /* get the appropriate treasurelist */ 3369 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3370 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3371 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3372 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3373 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3374 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3375 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3376 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3377 trlist = treasurelist::find ("dragon_ability_poison");
3757 3378
3758 if (trlist == NULL || who->type != PLAYER) 3379 if (trlist == NULL || who->type != PLAYER)
3759 return; 3380 return;
3760 3381
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3383
3763 if (tr == NULL || tr->item == NULL) 3384 if (!tr || !tr->item)
3764 { 3385 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3387 return;
3767 } 3388 }
3768 3389
3893 * not readied. 3514 * not readied.
3894 */ 3515 */
3895void 3516void
3896player_unready_range_ob (player *pl, object *ob) 3517player_unready_range_ob (player *pl, object *ob)
3897{ 3518{
3898 rangetype i; 3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3899 3521
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 if (pl->combat_ob == ob)
3901 { 3523 pl->combat_ob = 0;
3524
3902 if (pl->ranges[i] == ob) 3525 if (pl->ranged_ob == ob)
3903 { 3526 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3527}
3528
3529sint8
3530player::visibility_at (maptile *map, int x, int y) const
3531{
3532 if (!ns)
3533 return 0;
3534
3535 int dx, dy;
3536 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3537 return 0;
3538
3539 x += dx - ns->current_x + ns->mapx / 2;
3540 y += dy - ns->current_y + ns->mapy / 2;
3541
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543 return 0;
3544
3545 return 100 - blocked_los [x][y];
3546}

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