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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 1.130 by root, Sat May 12 20:21:54 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{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
822 int sum = 0; 793 int sum = 0;
823 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
825 796
826 do 797 if (sum >= 82 && sum <= 116)
798 break;
827 { 799 }
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 }
837 while (sum < 82 || sum > 116);
838 800
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 + NUM_STATS, 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? */ 804 for (int i = 0; i < NUM_STATS; ++i)
849 do 805 stats.stat (i) = statsort [i];
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);
864 806
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
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; 807 stats.exp = 0;
884 op->stats.ac = 0; 808 stats.ac = 0;
885 809
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; 810 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
894 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
895} 822}
896 823
897void 824void
898Roll_Again (object *op) 825object::swap_stats (int a, int b)
899{ 826{
900 esrv_new_player (op->contr, 0); 827 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}
904 828
905void 829 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
907{ 856{
908 signed char tmp;
909 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
910 858
911 if (op->contr->Swap_First == -1) 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
1026 864
1027/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1031 * not the class. 869 * not the class.
1032 */ 870 */
1033 871void
1034int 872player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 873{
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 */ 874 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 876
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 878 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1055 880
1056 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1058 883
1059 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1060 885
1061 if (op->msg) 886 if (ob->msg)
1062 op->msg = NULL; 887 ob->msg = 0;
1063 888
1064 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1065 * to save here. 890 * to save here.
1066 */ 891 */
892 {
893 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1069 897
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 898 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 901 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1078 fix_player (op); 903 ob->update_stats ();
1079 904
1080 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1081 * is one for this race 906 * is one for this race
1082 */ 907 */
1083 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1084 { 909 {
1085 object *tmp; 910 object *tmp;
1086 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1087 912
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 914 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1095 * default initial map */ 920 * default initial map */
1096 tmp->destroy (); 921 tmp->destroy ();
1097 } 922 }
1098 else 923 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
1100 926
1101 return 0; 927void
1102 } 928player::chargen_race_next ()
1103 929{
1104 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1106 */ 932 */
1107 933
1108 tmp_loop = 0; 934 do
1109 while (!tmp_loop)
1110 { 935 {
1111 shstr name = op->name; 936 shstr name = ob->name;
1112 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1113 938
1114 remove_statbonus (op); 939 ob->remove_statbonus ();
1115 op->remove (); 940 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 943 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1121 op->x = x; 946 ob->x = x;
1122 op->y = y; 947 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 951 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 952 }
953 while (!allowed_class (ob));
1129 954
1130 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 957 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 960 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} 961}
1192 962
1193void 963void
1194flee_player (object *op) 964flee_player (object *op)
1195{ 965{
1242 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1014 op->enemy = NULL;
1245} 1015}
1246 1016
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* 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 1018 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1019 * stop.
1251 */ 1020 */
1252int 1021int
1253check_pick (object *op) 1022check_pick (object *op)
1254{ 1023{
1255 object *tmp, *next; 1024 object *tmp, *next;
1256 int stop = 0; 1025 int stop = 0;
1257 int j, k, wvratio; 1026 int wvratio;
1258 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1259 1028
1260 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1262 return 1; 1031 return 1;
1263 1032
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 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)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1103 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 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 } 1108 }
1109
1368 /* philosophy: 1110 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1111 * 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 1112 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1115 * example.
1374 * The drawback: right now it has no frontend, so you need to 1116 * 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 1117 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1369 * found object is returned.
1628 */ 1370 */
1629object * 1371object *
1630find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1631{ 1373{
1632 object *tmp = NULL; 1374 object *tmp = 0;
1633 1375
1634 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1638 return op; 1380 return op;
1381
1639 return tmp; 1382 return tmp;
1640} 1383}
1641 1384
1642/* 1385/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1390 */
1648
1649object * 1391object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1393{
1652 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1462 * op = the shooter
1721 * type = bow->race 1463 * type = bow->race
1722 * dir = fire direction 1464 * dir = fire direction
1723 */ 1465 */
1724
1725object * 1466object *
1726pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1727{ 1468{
1728 object *tmp = NULL; 1469 object *tmp = NULL;
1729 maptile *m; 1470 maptile *m;
1803 { 1544 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1546 return 0;
1806 } 1547 }
1807 1548
1808 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1809 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1810 else 1555 else
1811 { 1556 {
1812 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1564 if (!bow)
1820 { 1565 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1567 return 0;
1823 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1824 } 1577 }
1825 1578
1826 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1827 { 1580 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1845 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 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 */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1601 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1850 return 0; 1604 return 0;
1851 } 1605 }
1852 } 1606 }
1853 1607
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1630 return 0;
1877 } 1631 }
1878 1632
1879 arrow->set_owner (op); 1633 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1635 arrow->direction = dir;
1883 arrow->x = sx; 1636
1884 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1885 1643
1886 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1887 { 1645 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1647 op->update_stats ();
1890 } 1648 }
1891 1649
1892 SET_ANIMATION (arrow, arrow->direction); 1650 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
1899 /* Note that this was different for monsters - they got their level
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 1651
1905 /* update the speed */ 1652 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1653 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; 1654 + bow->stats.dam / 7.0;
1908 1655
1909 if (arrow->speed < 1.0) 1656 arrow->set_speed (max (arrow->speed, 2.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1657 arrow->speed_left = 0;
1913 1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660
1914 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1915 { 1662 {
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; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1921 } 1670 }
1922 else 1671 else
1923 { 1672 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1673 arrow->level = op->level;
1926 } 1674 arrow->stats.wc -= bow->magic;
1927 1675
1928 if (arrow->attacktype == AT_PHYSICAL) 1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1929 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1930 1681
1931 if (bow->slaying) 1682 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1684
1934 arrow->map = m; 1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1688
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1940 1691
1941 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1693 move_arrow (arrow);
1943 1694
1944 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1964{ 1715{
1965 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
1966 1717
1967 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
1968 { 1719 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1721 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1723 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1725 wcmod = -1;
1726
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1728 }
1977 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
1978 { 1730 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1736 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 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); 1738 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); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1740 }
1990 else 1741 else
1991 { 1742 {
1992 /* Simple case */ 1743 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1745 }
1746
1995 return ret; 1747 return ret;
1996} 1748}
1997 1749
1998 1750
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
2001 */ 1753 */
2002void 1754void
2003fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
2004{ 1756{
2005 object *item; 1757 object *item = op->contr->ranged_ob;
2006 1758
2007 if (!op->contr->ranges[range_misc]) 1759 if (!item)
2008 { 1760 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1762 return;
2011 } 1763 }
2012 1764
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1765 if (!item->inv)
2015 { 1766 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1768 return;
2018 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
2019 if (item->type == WAND) 1774 if (item->type == WAND)
2020 { 1775 {
2021 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
2022 { 1777 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
2025 return; 1781 return;
2026 } 1782 }
2027 } 1783 }
2028 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2029 { 1785 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1787 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
2033 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1792 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
2037 return; 1795 return;
2038 } 1796 }
2039 } 1797 }
2040 1798
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1807
2050 if (item->arch) 1808 if (item->arch)
2051 { 1809 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
2054 item->speed = 0; 1812 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1813 }
1814
2057 if ((tmp = item->in_player ())) 1815 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1817 }
2060 } 1818 }
2061 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1820 drain_rod_charge (item);
2064 }
2065 } 1821 }
2066} 1822}
2067 1823
2068/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
2069 */ 1825 */
2074 1830
2075 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2077 make_visible (op); 1833 make_visible (op);
2078 1834
2079 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
2080 { 1838 {
2081 case range_none: 1839 control_golem (op->contr->golem, dir);
2082 return; 1840 return;
1841 }
2083 1842
2084 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type)
1849 {
1850 case BOW:
2085 player_fire_bow (op, dir); 1851 player_fire_bow (op, dir);
2086 return; 1852 break;
2087 1853
2088 case range_magic: /* Casting spells */ 1854 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1856 break;
2091 1857
2092 case range_misc: 1858 case BUILDER:
1859 apply_map_builder (op, dir);
1860 break;
1861
1862 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0);
1865 break;
1866
1867 default:
2093 fire_misc_object (op, dir); 1868 fire_misc_object (op, dir);
2094 return; 1869 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 } 1870 }
2122} 1871}
2123
2124
2125 1872
2126/* find_key 1873/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1874 * 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 1875 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1876 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1878 * pl is the player,
2132 * inv is the objects inventory to searched 1879 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1880 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1881 * This function can be called recursively to search containers.
2135 */ 1882 */
2136
2137object * 1883object *
2138find_key (object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
2139{ 1885{
2140 object *tmp, *key; 1886 object *tmp, *key;
2141 1887
2142 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1889 if (!container->inv)
2144 return NULL; 1890 return 0;
2145 1891
2146 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1894 {
2149 if (door->type == DOOR && tmp->type == KEY) 1895 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1896 break;
2151 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
2153 */ 1899 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1901 break;
2156 } 1902 }
1903
2157 /* No key found - lets search inventories now */ 1904 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1905 /* 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 1906 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1907 * a key, return
2161 */ 1908 */
2162 if (!tmp) 1909 if (!tmp)
2163 { 1910 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1911 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1912 {
2166 /* No reason to search empty containers */ 1913 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1914 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1915 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1916 if ((key = find_key (pl, tmp, door)))
2170 return key; 1917 return key;
2171 } 1918 }
2172 } 1919 }
1920
2173 if (!tmp) 1921 if (!tmp)
2174 return NULL; 1922 return NULL;
2175 } 1923 }
1924
2176 /* We get down here if we have found a key. Now if its in a container, 1925 /* 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 1926 * see if we actually want to use it
2178 */ 1927 */
2179 if (pl != container) 1928 if (pl != container)
2180 { 1929 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1950 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)); 1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1952 return NULL;
2204 } 1953 }
2205 } 1954 }
1955
2206 return tmp; 1956 return tmp;
2207} 1957}
2208 1958
2209/* moved door processing out of move_player_attack. 1959/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1960 * returns 1 if player has opened the door with a key
2224 if (key) 1974 if (key)
2225 { 1975 {
2226 object *container = key->env; 1976 object *container = key->env;
2227 1977
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979
2229 if (action_makes_visible (op)) 1980 if (action_makes_visible (op))
2230 make_visible (op); 1981 make_visible (op);
1982
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
2233 if (door->type == DOOR) 1986 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2238 { 1989 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2240 remove_door2 (door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1992 }
1993
2242 /* Do this after we print the message */ 1994 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
2245 if (container != op) 1997 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2247 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2248 } 2001 }
2249 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2250 { 2003 {
2251 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2006 return 1;
2254 } 2007 }
2008
2255 return 0; 2009 return 0;
2256} 2010}
2257 2011
2258/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2263 */ 2017 */
2264void 2018void
2265move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2266{ 2020{
2267 object *tmp, *mon; 2021 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2022 int on_battleground;
2270 maptile *m; 2023 maptile *m;
2271 2024
2272 nx = freearr_x[dir] + op->x; 2025 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2026 sint16 ny = freearr_y[dir] + op->y;
2274 2027
2275 on_battleground = op_on_battleground (op, 0, 0); 2028 on_battleground = op_on_battleground (op, 0, 0);
2276 2029
2277 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * map, attack it. Note order of if statement is important - don't
2285 */ 2038 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2040 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2042 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2043 m = op->map->xy_find (nx, ny);
2291 if (!m) 2044 if (!m)
2292 return; /* Don't think this should happen */ 2045 return; /* Don't think this should happen */
2293 } 2046 }
2294 else 2047 else
2295 m = op->map; 2048 m = op->map;
2296 2049
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2050 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; 2051 return;
2301 }
2302 2052
2303 mon = 0; 2053 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * 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))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2110 {
2361 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2112 if (op->contr->braced)
2363 return; 2113 return;
2114
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2118 make_visible (op);
2119
2368 return; 2120 return;
2369 } 2121 }
2370 2122
2371 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2138 !on_battleground))
2387 { 2139 {
2388 if (!op->contr->braced) 2140 if (!op->contr->braced)
2389 { 2141 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2143 push_ob (mon, dir, op);
2392 } 2144 }
2393 else 2145 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2395 2147
2396 if (op->contr->tmp_invis || op->hide) 2148 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2163 * 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: 2164 * 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 2165 * 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. 2166 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2167 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 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))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2170 {
2420
2421 /* If the player hasn't hit something this tick, and does 2171 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing 2172 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically 2173 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset. 2174 * incurred a 1 tick offset.
2425 */ 2175 */
2426 if (!op->contr->has_hit) 2176 if (!op->contr->has_hit)
2427 { 2177 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2178 op->speed_left += op->contr->weapon_sp - op->speed;
2429 2179
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 } 2181 }
2432 2182
2433 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2455int 2205int
2456move_player (object *op, int dir) 2206move_player (object *op, int dir)
2457{ 2207{
2458 int pick; 2208 int pick;
2459 2209
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2211 return 0;
2462 2212
2463 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2465 { 2215 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2217 return 0;
2468 } 2218 }
2469 2219
2470 /* peterm: added following line */ 2220 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2223
2474 op->facing = dir; 2224 op->facing = dir;
2475 2225
2476 if (op->hide) 2226 if (op->hide)
2477 do_hidden_move (op); 2227 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2511 */ 2261 */
2512int 2262int
2513handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2514{ 2264{
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)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2266 {
2537 flee_player (op); 2267 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */ 2268 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2269 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2270 {
2541 op->speed_left--; 2271 op->speed_left--;
2542 return 0; 2272 return 0;
2543 } 2273 }
2544 } 2274 }
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 2275
2554 /* call this here - we also will call this in do_ericserver, but 2276 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2277 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2278 * called, so we recheck it here.
2557 */ 2279 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2280 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2281 return 1;
2560 ;
2561 2282
2562 if (op->speed_left < 0) 2283 if (op->speed_left > 0)
2563 return 0; 2284 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2285 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2286 {
2567 /* All move commands take 1 tick, at least for now */ 2287 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2288 op->speed_left--;
2569 2289
2570 /* Instead of all the stuff below, let move_player take care 2290 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2291 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2292 * there, as well as the confusion stuff.
2573 */ 2293 */
2574 move_player (op, op->direction); 2294 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2295
2576 return 1; 2296 return op->speed_left > 0;
2577 else 2297 }
2578 return 0;
2579 } 2298 }
2580 2299
2581 return 0; 2300 return 0;
2582} 2301}
2583 2302
2603 op->stats.hp = op->stats.maxhp; 2322 op->stats.hp = op->stats.maxhp;
2604 2323
2605 if (op->stats.food < 0) 2324 if (op->stats.food < 0)
2606 op->stats.food = 999; 2325 op->stats.food = 999;
2607 2326
2608 fix_player (op); 2327 op->update_stats ();
2609 return 1; 2328 return 1;
2610 } 2329 }
2611 2330
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2331 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2332 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2340 * from.
2622 */ 2341 */
2623void 2342void
2624remove_unpaid_objects (object *op, object *env) 2343remove_unpaid_objects (object *op, object *env)
2625{ 2344{
2626 object *next;
2627
2628 while (op) 2345 while (op)
2629 { 2346 {
2630 next = op->below; /* Make sure we have a good value, in case 2347 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2348
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2349 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2350 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2351 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2352 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2353
2354 op->insert_at (env);
2641 } 2355 }
2642 else if (op->inv) 2356 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2357 remove_unpaid_objects (op->inv, env);
2644 2358
2645 op = next; 2359 op = next;
2646 } 2360 }
2647} 2361}
2648
2649 2362
2650/* 2363/*
2651 * Returns pointer a static string containing gravestone text 2364 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2365 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2366 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2401 strcat (buf2, buf);
2689 2402
2690 return buf2; 2403 return buf2;
2691} 2404}
2692
2693
2694 2405
2695void 2406void
2696do_some_living (object *op) 2407do_some_living (object *op)
2697{ 2408{
2698 int last_food = op->stats.food; 2409 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2415 int rate_grace = 2000;
2705 const int max_hp = 1; 2416 const int max_hp = 1;
2706 const int max_sp = 1; 2417 const int max_sp = 1;
2707 const int max_grace = 1; 2418 const int max_grace = 1;
2708 2419
2709 if (op->contr->outputs_sync) 2420 if (op->contr->hidden)
2421 {
2422 op->invisible = 1000;
2423 /* the socket code flashes the player visible/invisible
2424 * depending on the value of invisible, so we need to
2425 * alternate it here for it to work correctly.
2426 */
2427 if (pticks & 2)
2428 op->invisible--;
2710 { 2429 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2430 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) 2431 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2432 if (!op->invisible--)
2433 {
2434 make_visible (op);
2435 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2436 }
2714 } 2437 }
2715 2438
2716 if (op->contr->ns->state == ST_PLAYING) 2439 if (op->contr->ns->state == ST_PLAYING)
2717 { 2440 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2441 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2442 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2443 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2444 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2445 else
2724 { 2446 {
2725 gen_hp = op->stats.maxhp; 2447 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2448 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2449 }
2450
2728 if (op->contr->gen_sp >= 0) 2451 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2452 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2453 else
2731 { 2454 {
2732 gen_sp = op->stats.maxsp; 2455 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2456 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2457 }
2458
2735 if (op->contr->gen_grace >= 0) 2459 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2460 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2461 else
2738 { 2462 {
2739 gen_grace = op->stats.maxgrace; 2463 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2465 }
2742 2466
2743 /* Regenerate Spell Points */ 2467 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2469 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2470 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) 2471 if (op->stats.sp < op->stats.maxsp)
2748 { 2472 {
2749 op->stats.sp++; 2473 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2479 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2481 op->stats.food = last_food;
2758 } 2482 }
2759 } 2483 }
2484
2760 if (max_sp > 1) 2485 if (max_sp > 1)
2761 { 2486 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2487 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2488 if (over_sp > 0)
2764 { 2489 {
2765 if (op->stats.sp < op->stats.maxsp) 2490 if (op->stats.sp < op->stats.maxsp)
2766 { 2491 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2495 op->stats.sp--;
2496
2770 if (op->stats.sp > op->stats.maxsp) 2497 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2498 op->stats.sp = op->stats.maxsp;
2772 } 2499 }
2773 op->last_sp = 0; 2500 op->last_sp = 0;
2774 } 2501 }
2775 else 2502 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2504 }
2780 else 2505 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2507 }
2785 2508
2786 /* Regenerate Grace */ 2509 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2510 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2511 if (--op->last_grace < 0)
2789 { 2512 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2513 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2514 op->stats.grace++; /* no penalty in food for regaining grace */
2515
2792 if (max_grace > 1) 2516 if (max_grace > 1)
2793 { 2517 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2518 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2519 if (over_grace > 0)
2796 { 2520 {
2824 op->stats.food += op->contr->digestion; 2548 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2549 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2550 op->stats.food = last_food;
2827 } 2551 }
2828 } 2552 }
2553
2829 if (max_hp > 1) 2554 if (max_hp > 1)
2830 { 2555 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2556 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2557 if (over_hp > 0)
2833 { 2558 {
2857 2582
2858 if (op->contr->gen_hp > 0) 2583 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2584 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2585 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2587
2862 /* dms do not consume food */ 2588 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2589 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2590 op->stats.food--;
2865 } 2591 }
2866 }
2867 2592
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2593 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2594 {
2870 object *tmp, *flesh = NULL; 2595 object *tmp, *flesh = 0;
2871 2596
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2597 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2598 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2599 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2600 {
2601 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2602 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2604 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2605 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2606 break;
2882 } 2607 }
2883 else if (tmp->type == FLESH) 2608 else if (tmp->type == FLESH)
2884 flesh = tmp; 2609 flesh = tmp;
2885 } /* End if paid for object */ 2610 } /* End if paid for object */
2886 } /* end of for loop */ 2611 } /* end of for loop */
2612
2887 /* If player is still starving, it means they don't have any food, so 2613 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2614 * eat flesh instead.
2889 */ 2615 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2616 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2617 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2618 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2619 manual_apply (op, flesh, 0);
2894 } 2620 }
2895 } /* end if player is starving */ 2621 }
2896 2622
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2623 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2624 op->stats.food++, op->stats.hp--;
2899 2625
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2626 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2627 kill_player (op);
2628 }
2902} 2629}
2903
2904
2905 2630
2906/* If the player should die (lack of hp, food, etc), we call this. 2631/* 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 2632 * 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 2633 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2634 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2664 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..."); 2665 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2666
2942 /* restore player */ 2667 /* restore player */
2943 at = archetype::find ("poisoning"); 2668 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2669 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2670 {
2947 tmp->destroy (); 2671 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2672 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2673 }
2950 2674
2951 at = archetype::find ("confusion"); 2675 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2676 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2677 {
2955 tmp->destroy (); 2678 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2679 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2680 }
2958 2681
2960 op->stats.hp = op->stats.maxhp; 2683 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2684 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2685 op->stats.food = 999;
2963 2686
2964 /* create a bodypart-trophy to make the winner happy */ 2687 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2688 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2689 {
2968 sprintf (buf, "%s's finger", &op->name); 2690 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2691 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2692 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2693 " 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); 2694 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2695 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2696 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2697 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2698 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2699 }
2979 2700
2980 /* teleport defeated player to new destination */ 2701 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2702 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2703 op->contr->braced = 0;
2987 2708
2988 command_kill_pets (op, 0); 2709 command_kill_pets (op, 0);
2989 2710
2990 if (op->stats.food < 0) 2711 if (op->stats.food < 0)
2991 { 2712 {
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); 2713 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2714 strcpy (op->contr->killer, "starvation");
3001 } 2715 }
3002 else 2716 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); 2717 sprintf (buf, "%s died.", &op->name);
3012 } 2718
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2719 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2720
3015 /* save the map location for corpse, gravestone */ 2721 /* save the map location for corpse, gravestone */
3016 x = op->x; 2722 x = op->x;
3017 y = op->y; 2723 y = op->y;
3018 map = op->map; 2724 map = op->map;
3019 2725
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2726 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2727 * 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. 2728 * See the config.h file for a little more in depth detail about this.
3026 */ 2729 */
3027 2730
3028 /* Basically two ways to go - remove a stat permanently, or just 2731 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2732 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2733 * of death.
3031 */ 2734 */
3032#ifndef COZY_SERVER 2735#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2736 if (settings.balanced_stat_loss)
3034 { 2737 {
3035 /* If stat loss is permanent, lose one stat only. */ 2738 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2739 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2740 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2741 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2742 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2743 little bit harder. */
3041 /* GD */ 2744 /* GD */
3042 if (settings.stat_loss_on_death) 2745 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2746 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2747 else
3048 { 2748 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2749 }
2750 else
3049 num_stats_lose = 1; 2751 num_stats_lose = 1;
3050 } 2752
3051 lost_a_stat = 0; 2753 lost_a_stat = 0;
3052 2754
3053 for (z = 0; z < num_stats_lose; z++) 2755 for (z = 0; z < num_stats_lose; z++)
3054 { 2756 {
3055 i = RANDOM () % NUM_STATS; 2757 i = RANDOM () % NUM_STATS;
3056 2758
3057 if (settings.stat_loss_on_death) 2759 if (settings.stat_loss_on_death)
3058 { 2760 {
3059 /* Pick a random stat and take a point off it. Tell the player 2761 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2762 * what he lost.
3061 */ 2763 */
3062 change_attr_value (&(op->stats), i, -1); 2764 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2765 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2766 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2767 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2768 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2769 lost_a_stat = 1;
2770 }
2771 else
2772 {
2773 /* deplete a stat */
2774 archetype *deparch = archetype::find ("depletion");
2775 object *dep;
2776
2777 dep = present_arch_in_ob (deparch, op);
2778 if (!dep)
2779 {
2780 dep = arch_to_object (deparch);
2781 insert_ob_in_ob (dep, op);
3068 } 2782 }
3069 else 2783 lose_this_stat = 1;
2784 if (settings.balanced_stat_loss)
3070 { 2785 {
3071 /* deplete a stat */ 2786 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2787 /* Get the stat that we're about to deplete. */
3073 object *dep; 2788 this_stat = get_attr_value (&(dep->stats), i);
3074 2789 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2790 {
3078 dep = arch_to_object (deparch); 2791 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2792 int keep_chance = this_stat * this_stat;
3080 } 2793
3081 lose_this_stat = 1; 2794 /* 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) 2795 if (keep_chance < 1)
2796 keep_chance = 1;
2797
2798 /* There is a maximum depletion total per level. */
2799 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2800 {
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; 2801 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2802 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2803 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 } 2804 }
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 */ 2805 else
3123 if (this_stat >= -50)
3124 { 2806 {
3125 change_attr_value (&(dep->stats), i, -1); 2807 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; 2808 lose_this_stat = 0;
2809 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2810 this_stat, keep_chance, loss_chance,
2811 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2812 }
3131 } 2813 }
3132 } 2814 }
2815
2816 if (lose_this_stat)
2817 {
2818 this_stat = get_attr_value (&(dep->stats), i);
2819 /* We could try to do something clever like find another
2820 * stat to reduce if this fails. But chances are, if
2821 * stats have been depleted to -50, all are pretty low
2822 * and should be roughly the same, so it shouldn't make a
2823 * difference.
2824 */
2825 if (this_stat >= -50)
2826 {
2827 change_attr_value (&(dep->stats), i, -1);
2828 SET_FLAG (dep, FLAG_APPLIED);
2829 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2830 op->update_stats ();
2831 lost_a_stat = 1;
2832 }
3133 } 2833 }
2834 }
2835 }
3134 /* If no stat lost, tell the player. */ 2836 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2837 if (!lost_a_stat)
3136 { 2838 {
3137 /* determine_god() seems to not work sometimes... why is this? 2839 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2840 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2841 const char *god = determine_god (op);
3140 2842
3141 if (god && (strcmp (god, "none"))) 2843 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); 2844 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2845 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2847 }
3146#else 2848#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2850#endif
3149 2851
3150 /* Put a gravestone up where the character 'almost' died. List the 2852 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2853 * exp loss on the stone.
3152 */ 2854 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2855 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2856 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2857 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2858 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2859 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); 2860 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; 2861 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2862 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2863 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2864
3163 /**************************************/ 2865 /**************************************/
3164 /* */ 2866 /* */
3165 /* Subtract the experience points, */ 2867 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2868 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2869 /* food, and reset HP's... */
3168 /* */ 2870 /* */
3169 /**************************************/ 2871 /**************************************/
3170 2872
3171 /* remove any poisoning and confusion the character may be suffering. */ 2873 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2874 /* restore player */
3173 at = archetype::find ("poisoning"); 2875 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2876 tmp = present_arch_in_ob (at, op);
3175 2877
3176 if (tmp) 2878 if (tmp)
3177 { 2879 {
3178 tmp->destroy (); 2880 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2881 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2882 }
3181 2883
3182 at = archetype::find ("confusion"); 2884 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2886 if (tmp)
3185 { 2887 {
3186 tmp->destroy (); 2888 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2889 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2890 }
3189 2891
3190 cure_disease (op, 0); /* remove any disease */ 2892 cure_disease (op, 0); /* remove any disease */
3191 2893
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2894 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2895 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2896 if (op->stats.food < 100)
3195 op->stats.food = 900; 2897 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2898 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2899 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2900 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2901
3200 /* 2902 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2903 * 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 2904 * and put them back in the map.
3203 * in the map. 2905 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2906 remove_unpaid_objects (op->inv, op);
3208 2907
3209 /****************************************/ 2908 /****************************************/
3210 /* */ 2909 /* */
3211 /* Move player to his current respawn- */ 2910 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2911 /* position (usually last savebed) */
3213 /* */ 2912 /* */
3214 /****************************************/ 2913 /****************************************/
3215 2914
3216 enter_player_savebed (op); 2915 enter_player_savebed (op);
3217 2916
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2917 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2918
3224 /* it is possible that the player has blown something up 2919 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2920 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2921 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2922 * on the space that might harm the player.
3228 */ 2923 */
3229 will_kill_again = 0; 2924 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2926 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2927 will_kill_again |= tmp->attacktype;
3233 2928
3234 if (will_kill_again) 2929 if (will_kill_again)
3235 { 2930 {
3236 object *force; 2931 object *force;
3237 int at; 2932 int at;
3238 2933
3239 force = get_archetype (FORCE_NAME); 2934 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2935 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2936 force->speed = 0.1;
3242 force->speed_left = -5.0; 2937 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2938 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2939 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2940 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2941 force->resist[at] = 100;
3247 2942
3248 insert_ob_in_ob (force, op); 2943 insert_ob_in_ob (force, op);
3249 fix_player (op); 2944 op->update_stats ();
3250 2945
3251 } 2946 }
3252 2947
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2948 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} 2949}
3322
3323 2950
3324void 2951void
3325loot_object (object *op) 2952loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2953{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2954 object *tmp, *tmp2, *next;
3328 2955
3329 if (op->container) 2956 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2957
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2958 for (tmp = op->inv; tmp; tmp = next)
3335 { 2959 {
3336 next = tmp->below; 2960 next = tmp->below;
2961
3337 if (tmp->invisible) 2962 if (tmp->invisible)
3338 continue; 2963 continue;
2964
3339 tmp->remove (); 2965 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2966 tmp->x = op->x, tmp->y = op->y;
2967
3341 if (tmp->type == CONTAINER) 2968 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2969 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2970
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2971 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2972 {
3347 if (tmp->nrof > 1) 2973 if (tmp->nrof > 1)
3348 { 2974 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2975 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2976 tmp2->destroy ();
3361/* 2987/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2988 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2989 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2990 * was changed.
3365 */ 2991 */
3366
3367void 2992void
3368fix_weight (void) 2993fix_weight (void)
3369{ 2994{
3370 player *pl; 2995 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2996 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2997 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2998
3376 if (old == sum) 2999 if (old == sum)
3377 continue; 3000 continue;
3378 fix_player (pl->ob); 3001 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3002 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3003 }
3381} 3004}
3382 3005
3383void 3006void
3384fix_luck (void) 3007fix_luck (void)
3385{ 3008{
3386 player *pl; 3009 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3010 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3011 pl->ob->change_luck (0);
3391} 3012}
3392
3393 3013
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3014/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3015 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3016 * just treat this as any other spell casting object.
3397 */ 3017 */
3398
3399void 3018void
3400cast_dust (object *op, object *throw_ob, int dir) 3019cast_dust (object *op, object *throw_ob, int dir)
3401{ 3020{
3402 object *skop, *spob; 3021 object *skop, *spob;
3403 3022
3437 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3438 { 3057 {
3439 op->contr->tmp_invis = 0; 3058 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3059 op->contr->invis_race = 0;
3441 } 3060 }
3061
3442 update_object (op, UP_OBJ_FACE); 3062 update_object (op, UP_OBJ_CHANGE);
3443} 3063}
3444 3064
3445int 3065int
3446is_true_undead (object *op) 3066is_true_undead (object *op)
3447{ 3067{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3069 return 1;
3452 3070
3453 return 0; 3071 return 0;
3454} 3072}
3513 3131
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3132 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3133
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3134 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3135 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3136 if (!skop || num >= skop->level)
3520 { 3137 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3138 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3139 make_visible (op);
3523 return; 3140 return;
3524 } 3141 }
3525 else 3142 else
3526 num += 20; 3143 num += 20;
3527 } 3144
3528 num += op->map->difficulty; 3145 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3146 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3147 num -= hide;
3148
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3149 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3150 {
3533 make_visible (op); 3151 make_visible (op);
3534 if (op->type == PLAYER) 3152 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3153 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3154 }
3537 else if (op->type == PLAYER && skop) 3155 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3156 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3157}
3542 3158
3543/* determine if who is standing near a hostile creature. */ 3159/* determine if who is standing near a hostile creature. */
3544 3160
3545int 3161int
3612 if (pl->type != PLAYER) 3228 if (pl->type != PLAYER)
3613 { 3229 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3230 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3231 return -1;
3616 } 3232 }
3233
3617 if (!pl || !op) 3234 if (!pl || !op)
3618 return 0; 3235 return 0;
3619 3236
3620 if (op->head)
3621 {
3622 op = op->head; 3237 op = op->head_ ();
3623 } 3238
3624 get_rangevector (pl, op, &rv, 0x1); 3239 get_rangevector (pl, op, &rv, 0x1);
3625 3240
3626 /* starting with the 'head' part, lets loop 3241 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3242 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3243 * part that is in the los array but isnt on
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3360 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3361 int i = 0, j = 0;
3747 3362
3748 /* get the appropriate treasurelist */ 3363 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3364 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3365 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3366 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3367 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3368 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3369 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3370 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3371 trlist = treasurelist::find ("dragon_ability_poison");
3757 3372
3758 if (trlist == NULL || who->type != PLAYER) 3373 if (trlist == NULL || who->type != PLAYER)
3759 return; 3374 return;
3760 3375
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3376 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3377
3763 if (tr == NULL || tr->item == NULL) 3378 if (!tr || !tr->item)
3764 { 3379 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3381 return;
3767 } 3382 }
3768 3383
3893 * not readied. 3508 * not readied.
3894 */ 3509 */
3895void 3510void
3896player_unready_range_ob (player *pl, object *ob) 3511player_unready_range_ob (player *pl, object *ob)
3897{ 3512{
3898 rangetype i; 3513 if (pl->ob->current_weapon == ob)
3514 pl->ob->current_weapon = 0;
3899 3515
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3516 if (pl->combat_ob == ob)
3901 { 3517 pl->combat_ob = 0;
3518
3902 if (pl->ranges[i] == ob) 3519 if (pl->ranged_ob == ob)
3903 { 3520 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3521}
3522
3523sint8
3524player::visibility_at (maptile *map, int x, int y) const
3525{
3526 if (!ns)
3527 return 0;
3528
3529 int dx, dy;
3530 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3531 return 0;
3532
3533 x += dx - ns->current_x + ns->mapx / 2;
3534 y += dy - ns->current_y + ns->mapy / 2;
3535
3536 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3537 return 0;
3538
3539 return 100 - blocked_los [x][y];
3540}

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