ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 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} 150}
188 151
189int 152float
190playername_ok (const char *cp) 153player::weapon_speed () const
191{ 154{
192 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
296 157
297/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
298static void 159static void
299set_first_map (object *op) 160set_first_map (object *op)
300{ 161{
301 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
302 op->x = -1; 163 op->x = -1;
303 op->y = -1; 164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 175 ob->enter_exit (tmp);
305}
306 176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
307/* Tries to add player on the connection passwd in ns. 375/* 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 376 * All we can really get in this is some settings like host and display
309 * mode. 377 * mode.
310 */ 378 */
311 379player *
312int 380player::create ()
313add_player (client *ns)
314{ 381{
315 player *p = new player; 382 player *pl = new player;
316 383
317 p->ns = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 385
320 p->next = first_player; 386 pl->ob->roll_stats ();
321 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
322 389
323 p = get_player (p);
324
325 set_first_map (p->ob); 390 set_first_map (pl->ob);
326 391
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; 392 return pl;
336} 393}
337 394
338/* 395/*
339 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
365 422
366object * 423object *
367get_nearest_player (object *mon) 424get_nearest_player (object *mon)
368{ 425{
369 object *op = NULL; 426 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 427 objectlink *ol;
372 unsigned lastdist; 428 unsigned lastdist;
373 rv_vector rv; 429 rv_vector rv;
374 430
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 432 {
377 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 440 object *tmp = ol->ob;
385 441
386 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 443 * itself will have been cleared.
388 */ 444 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
390 ol = ol->next; 447 ol = ol->next;
391 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
392 if (!ol) 449 if (!ol)
393 return op; 450 return op;
394 } 451 }
407 { 464 {
408 op = ol->ob; 465 op = ol->ob;
409 lastdist = rv.distance; 466 lastdist = rv.distance;
410 } 467 }
411 } 468 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 469
413 { 470 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
418 { 473 {
419 op = pl->ob; 474 op = pl->ob;
420 lastdist = rv.distance; 475 lastdist = rv.distance;
421 } 476 }
422 } 477
423 }
424#if 0 478#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 480#endif
427 return op; 481 return op;
428} 482}
446 * circling behaviour. Unfortunately, this function is also used to determined 500 * 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 501 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 502 * is probably not a good thing.
449 */ 503 */
450#define MAX_SPACES 50 504#define MAX_SPACES 50
451
452 505
453/* 506/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * 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 508 * 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 509 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 540 x = mon->x;
488 y = mon->y; 541 y = mon->y;
489 m = mon->map; 542 m = mon->map;
490 dir = rv.direction; 543 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 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); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
493 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 548 if (diff > max)
495 return 0; 549 return 0;
550
496 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
497 { 552 {
498 lastx = x; 553 lastx = x;
499 lasty = y; 554 lasty = y;
500 lastmap = m; 555 lastmap = m;
582 max--; 637 max--;
583 lastdir = dir; 638 lastdir = dir;
584 if (!firstdir) 639 if (!firstdir)
585 firstdir = dir; 640 firstdir = dir;
586 } 641 }
642
587 if (diff <= 1) 643 if (diff <= 1)
588 { 644 {
589 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 646 * headed toward player for entire distance.
591 */ 647 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 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); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 650 }
651
595 if (diff > max) 652 if (diff > max)
596 return 0; 653 return 0;
597 } 654 }
655
598 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
599 if (!max) 657 if (!max)
600 return 0; 658 return 0;
601 659
602 return firstdir; 660 return firstdir;
695 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
696 link_player_skills (pl); 754 link_player_skills (pl);
697} 755}
698 756
699void 757void
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) 758get_party_password (object *op, partylist *party)
785{ 759{
786 if (party == NULL) 760 if (party == NULL)
787 { 761 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 763 return;
790 } 764 }
765
791 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 770}
796 771
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 773static int
800roll_stat (void) 774roll_stat (void)
801{ 775{
802 int a[4], i, j, k; 776 int a[4], i, j, k;
803 777
804 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
806 780
807 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 782 if (a[i] < k)
809 k = a[i], j = i; 783 k = a[i], j = i;
810 784
811 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 786 if (i != j)
814 k += a[i]; 787 k += a[i];
815 } 788
816 return k; 789 return k;
817} 790}
818 791
819void 792void
820roll_stats (object *op) 793object::roll_stats ()
821{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
822 int sum = 0; 799 int sum = 0;
823 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
825 802
826 do 803 if (sum >= 82 && sum <= 116)
804 break;
827 { 805 }
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);
838 806
839 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 808 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;
847 809
848 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
849 do 811 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);
864 812
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; 813 stats.exp = 0;
884 op->stats.ac = 0; 814 stats.ac = 0;
885 815
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
894 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
895} 828}
896 829
897void 830void
898Roll_Again (object *op) 831object::swap_stats (int a, int b)
899{ 832{
900 esrv_new_player (op->contr, 0); 833 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}
904 834
905void 835 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
907{ 862{
908 signed char tmp;
909 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
910 864
911 if (op->contr->Swap_First == -1) 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
1026 870
1027/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1031 * not the class. 875 * not the class.
1032 */ 876 */
1033 877void
1034int 878player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 879{
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 */ 880 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 882
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 884 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1055 886
1056 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1058 889
1059 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1060 891
1061 if (op->msg) 892 if (ob->msg)
1062 op->msg = NULL; 893 ob->msg = 0;
1063 894
1064 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1065 * to save here. 896 * to save here.
1066 */ 897 */
898 {
899 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1069 903
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 904 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 907 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1078 fix_player (op); 909 ob->update_stats ();
1079 910
1080 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1081 * is one for this race 912 * is one for this race
1082 */ 913 */
1083 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1084 { 915 {
1085 object *tmp; 916 object *tmp;
1086 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1087 918
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1089 tmp = object::create (); 920 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1095 * default initial map */ 926 * default initial map */
1096 tmp->destroy (); 927 tmp->destroy ();
1097 } 928 }
1098 else 929 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
1100 932
1101 return 0; 933void
1102 } 934player::chargen_race_next ()
1103 935{
1104 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1106 */ 938 */
1107 939
1108 tmp_loop = 0; 940 do
1109 while (!tmp_loop)
1110 { 941 {
1111 shstr name = op->name; 942 shstr name = ob->name;
1112 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1113 944
1114 remove_statbonus (op); 945 ob->remove_statbonus ();
1115 op->remove (); 946 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1118 op->instantiate (); 949 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1121 op->x = x; 952 ob->x = x;
1122 op->y = y; 953 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1126 add_statbonus (op); 957 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 958 }
959 while (!allowed_class (ob));
1129 960
1130 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 963 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 966 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} 967}
1192 968
1193void 969void
1194flee_player (object *op) 970flee_player (object *op)
1195{ 971{
1242 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1020 op->enemy = NULL;
1245} 1021}
1246 1022
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* 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 1024 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 1025 * stop.
1251 */ 1026 */
1252int 1027int
1253check_pick (object *op) 1028check_pick (object *op)
1254{ 1029{
1255 object *tmp, *next; 1030 object *tmp, *next;
1256 int stop = 0; 1031 int stop = 0;
1257 int j, k, wvratio; 1032 int wvratio;
1258 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1259 1034
1260 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1262 return 1; 1037 return 1;
1263 1038
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1109 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 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 } 1114 }
1115
1368 /* philosophy: 1116 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1117 * 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 1118 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1121 * example.
1374 * The drawback: right now it has no frontend, so you need to 1122 * 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 1123 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1375 * found object is returned.
1628 */ 1376 */
1629object * 1377object *
1630find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1631{ 1379{
1632 object *tmp = NULL; 1380 object *tmp = 0;
1633 1381
1634 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1638 return op; 1386 return op;
1387
1639 return tmp; 1388 return tmp;
1640} 1389}
1641 1390
1642/* 1391/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * 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 1393 * 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 1394 * 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. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1396 */
1648
1649object * 1397object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1399{
1652 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1719 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1468 * op = the shooter
1721 * type = bow->race 1469 * type = bow->race
1722 * dir = fire direction 1470 * dir = fire direction
1723 */ 1471 */
1724
1725object * 1472object *
1726pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1727{ 1474{
1728 object *tmp = NULL; 1475 object *tmp = NULL;
1729 maptile *m; 1476 maptile *m;
1794 */ 1541 */
1795int 1542int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1544{
1798 object *left, *bow; 1545 object *left, *bow;
1799 int bowspeed, mflags; 1546 int mflags;
1800 maptile *m; 1547 maptile *m;
1801 1548
1802 if (!dir) 1549 if (!dir)
1803 { 1550 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1552 return 0;
1806 } 1553 }
1807 1554
1808 if (op->type == PLAYER) 1555 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1810 else 1557 else
1811 { 1558 {
1812 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1566 if (!bow)
1820 { 1567 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1569 return 0;
1823 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1824 } 1579 }
1825 1580
1826 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1827 { 1582 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1584 return 0;
1830 } 1585 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1586
1841 if (arrow == NULL) 1587 if (arrow == NULL)
1842 { 1588 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1590 {
1845 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 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 */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1594 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1850 return 0; 1597 return 0;
1851 } 1598 }
1852 } 1599 }
1853 1600
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1623 return 0;
1877 } 1624 }
1878 1625
1879 arrow->set_owner (op); 1626 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1628 arrow->direction = dir;
1883 arrow->x = sx; 1629
1884 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1667
1886 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1887 { 1669 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 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
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1921 } 1677 }
1922 else 1678 else
1923 { 1679 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1680 arrow->level = op->level;
1926 } 1681 arrow->stats.wc -= bow->magic;
1927 1682
1928 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1929 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1930 1688
1931 if (bow->slaying) 1689 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1691
1934 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1695
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1940 1698
1941 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1700 move_arrow (arrow);
1943 1701
1944 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1964{ 1722{
1965 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1966 1724
1967 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1968 { 1726 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1728 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1730 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1732 wcmod = -1;
1733
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1735 }
1977 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1978 { 1737 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1743 {
1985 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);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 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); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1747 }
1990 else 1748 else
1991 { 1749 {
1992 /* Simple case */ 1750 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1752 }
1753
1995 return ret; 1754 return ret;
1996} 1755}
1997
1998 1756
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2001 */ 1759 */
2002void 1760void
2003fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2004{ 1762{
2005 object *item; 1763 object *item = op->contr->ranged_ob;
2006 1764
2007 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2008 { 1766 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1768 return;
2011 } 1769 }
2012 1770
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1771 if (!item->inv)
2015 { 1772 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1774 return;
2018 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2019 if (item->type == WAND) 1780 if (item->type == WAND)
2020 { 1781 {
2021 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2022 { 1783 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 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)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2025 return; 1787 return;
2026 } 1788 }
2027 } 1789 }
2028 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2029 { 1791 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1793 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2033 if (item->type == ROD) 1796 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)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1798 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
2037 return; 1801 return;
2038 } 1802 }
2039 } 1803 }
2040 1804
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2049 1813
2050 if (item->arch) 1814 if (item->arch)
2051 { 1815 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2054 item->speed = 0; 1818 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1819 }
1820
2057 if ((tmp = item->in_player ())) 1821 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1823 }
2060 } 1824 }
2061 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1826 drain_rod_charge (item);
2064 }
2065 } 1827 }
2066} 1828}
2067 1829
2068/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2069 */ 1831 */
2074 1836
2075 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2077 make_visible (op); 1839 make_visible (op);
2078 1840
2079 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2080 { 1844 {
2081 case range_none: 1845 control_golem (op->contr->golem, dir);
2082 return; 1846 return;
1847 }
2083 1848
2084 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2085 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2086 return; 1861 break;
2087 1862
2088 case range_magic: /* Casting spells */ 1863 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1865 break;
2091 1866
2092 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2093 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2094 return; 1877 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 } 1878 }
2122} 1879}
2123
2124
2125 1880
2126/* find_key 1881/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1886 * pl is the player,
2132 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2135 */ 1890 */
2136
2137object * 1891object *
2138find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2139{ 1893{
2140 object *tmp, *key; 1894 object *tmp, *key;
2141 1895
2142 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1897 if (!container->inv)
2144 return NULL; 1898 return 0;
2145 1899
2146 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1902 {
2149 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1904 break;
2151 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2153 */ 1907 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1909 break;
2156 } 1910 }
1911
2157 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1915 * a key, return
2161 */ 1916 */
2162 if (!tmp) 1917 if (!tmp)
2163 { 1918 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1920 {
2166 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1923 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2170 return key; 1925 return key;
2171 } 1926 }
2172 } 1927 }
1928
2173 if (!tmp) 1929 if (!tmp)
2174 return NULL; 1930 return NULL;
2175 } 1931 }
1932
2176 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
2178 */ 1935 */
2179 if (pl != container) 1936 if (pl != container)
2180 { 1937 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1960 return NULL;
2204 } 1961 }
2205 } 1962 }
1963
2206 return tmp; 1964 return tmp;
2207} 1965}
2208 1966
2209/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2224 if (key) 1982 if (key)
2225 { 1983 {
2226 object *container = key->env; 1984 object *container = key->env;
2227 1985
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2229 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2230 make_visible (op); 1989 make_visible (op);
1990
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2233 if (door->type == DOOR) 1994 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2238 { 1997 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2241 } 2000 }
2001
2242 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2245 if (container != op) 2005 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2247 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2248 } 2009 }
2249 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2250 { 2011 {
2251 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2014 return 1;
2254 } 2015 }
2016
2255 return 0; 2017 return 0;
2256} 2018}
2257 2019
2258/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2263 */ 2025 */
2264void 2026void
2265move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2266{ 2028{
2267 object *tmp, *mon; 2029 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2030 int on_battleground;
2270 maptile *m; 2031 maptile *m;
2271 2032
2272 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2274 2035
2275 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2276 2037
2277 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * map, attack it. Note order of if statement is important - don't
2285 */ 2046 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2048 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2050 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2291 if (!m) 2052 if (!m)
2292 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2293 } 2054 }
2294 else 2055 else
2295 m = op->map; 2056 m = op->map;
2296 2057
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2058 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; 2059 return;
2301 }
2302 2060
2303 mon = 0; 2061 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* 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. 2063 * 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 2064 * 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))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2118 {
2361 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2120 if (op->contr->braced)
2363 return; 2121 return;
2122
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2126 make_visible (op);
2127
2368 return; 2128 return;
2369 } 2129 }
2370 2130
2371 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2146 !on_battleground))
2387 { 2147 {
2388 if (!op->contr->braced) 2148 if (!op->contr->braced)
2389 { 2149 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2392 } 2152 }
2393 else 2153 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2395 2155
2396 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2171 * 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: 2172 * 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 2173 * 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. 2174 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2175 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 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))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2178 {
2420
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2427 { 2180 {
2181 op->contr->has_hit = 1;
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 } 2183 }
2432 2184
2433 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2434 2186
2435 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2455int 2207int
2456move_player (object *op, int dir) 2208move_player (object *op, int dir)
2457{ 2209{
2458 int pick; 2210 int pick;
2459 2211
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2213 return 0;
2462 2214
2463 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2465 { 2217 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2219 return 0;
2468 } 2220 }
2469 2221
2470 /* peterm: added following line */ 2222 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2225
2474 op->facing = dir; 2226 op->facing = dir;
2475 2227
2476 if (op->hide) 2228 if (op->hide)
2477 do_hidden_move (op); 2229 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2511 */ 2263 */
2512int 2264int
2513handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2514{ 2266{
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)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2268 {
2537 flee_player (op); 2269 flee_player (op);
2270
2538 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2540 { 2273 {
2541 op->speed_left--; 2274 --op->speed_left;
2542 return 0; 2275 return 0;
2543 } 2276 }
2544 } 2277 }
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 2278
2554 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2281 * called, so we recheck it here.
2557 */ 2282 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2283 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2284 return 1;
2564 2285
2286 if (op->speed_left > 0.f)
2287 {
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2289 {
2567 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2291 --op->speed_left;
2569 2292
2570 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2573 */ 2296 */
2574 move_player (op, op->direction); 2297 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2298
2576 return 1; 2299 return op->speed_left > 0.f;
2577 else 2300 }
2578 return 0;
2579 } 2301 }
2580 2302
2581 return 0; 2303 return 0;
2582} 2304}
2583 2305
2603 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2604 2326
2605 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2606 op->stats.food = 999; 2328 op->stats.food = 999;
2607 2329
2608 fix_player (op); 2330 op->update_stats ();
2609 return 1; 2331 return 1;
2610 } 2332 }
2611 2333
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2343 * from.
2622 */ 2344 */
2623void 2345void
2624remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2625{ 2347{
2626 object *next;
2627
2628 while (op) 2348 while (op)
2629 { 2349 {
2630 next = op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2351
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2353 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2641 } 2358 }
2642 else if (op->inv) 2359 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2644 2361
2645 op = next; 2362 op = next;
2646 } 2363 }
2647} 2364}
2648
2649 2365
2650/* 2366/*
2651 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2404 strcat (buf2, buf);
2689 2405
2690 return buf2; 2406 return buf2;
2691} 2407}
2692
2693
2694 2408
2695void 2409void
2696do_some_living (object *op) 2410do_some_living (object *op)
2697{ 2411{
2698 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2418 int rate_grace = 2000;
2705 const int max_hp = 1; 2419 const int max_hp = 1;
2706 const int max_sp = 1; 2420 const int max_sp = 1;
2707 const int max_grace = 1; 2421 const int max_grace = 1;
2708 2422
2709 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2424 {
2425 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2710 { 2432 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2433 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) 2434 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2714 } 2440 }
2715 2441
2716 if (op->contr->ns->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2717 { 2443 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2448 else
2724 { 2449 {
2725 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2452 }
2453
2728 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2456 else
2731 { 2457 {
2732 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2460 }
2461
2735 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2464 else
2738 { 2465 {
2739 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2468 }
2742 2469
2743 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2472 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 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) 2474 if (op->stats.sp < op->stats.maxsp)
2748 { 2475 {
2749 op->stats.sp++; 2476 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2484 op->stats.food = last_food;
2758 } 2485 }
2759 } 2486 }
2487
2760 if (max_sp > 1) 2488 if (max_sp > 1)
2761 { 2489 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2491 if (over_sp > 0)
2764 { 2492 {
2765 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2766 { 2494 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2498 op->stats.sp--;
2499
2770 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2772 } 2502 }
2773 op->last_sp = 0; 2503 op->last_sp = 0;
2774 } 2504 }
2775 else 2505 else
2776 {
2777 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);
2778 }
2779 } 2507 }
2780 else 2508 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2510 }
2785 2511
2786 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2789 { 2515 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2792 if (max_grace > 1) 2519 if (max_grace > 1)
2793 { 2520 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2522 if (over_grace > 0)
2796 { 2523 {
2824 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2553 op->stats.food = last_food;
2827 } 2554 }
2828 } 2555 }
2556
2829 if (max_hp > 1) 2557 if (max_hp > 1)
2830 { 2558 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2560 if (over_hp > 0)
2833 { 2561 {
2857 2585
2858 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2588 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2862 /* dms do not consume food */ 2591 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2593 op->stats.food--;
2865 } 2594 }
2866 }
2867 2595
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2597 {
2870 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2871 2599
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2601 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2609 break;
2882 } 2610 }
2883 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2884 flesh = tmp; 2612 flesh = tmp;
2885 } /* End if paid for object */ 2613 } /* End if paid for object */
2886 } /* end of for loop */ 2614 } /* end of for loop */
2615
2887 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2617 * eat flesh instead.
2889 */ 2618 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2620 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2894 } 2623 }
2895 } /* end if player is starving */ 2624 }
2896 2625
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2899 2628
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2630 kill_player (op);
2631 }
2902} 2632}
2903
2904
2905 2633
2906/* If the player should die (lack of hp, food, etc), we call this. 2634/* 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 2635 * 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 2636 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2637 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2667 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..."); 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2669
2942 /* restore player */ 2670 /* restore player */
2943 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2673 {
2947 tmp->destroy (); 2674 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2676 }
2950 2677
2951 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2680 {
2955 tmp->destroy (); 2681 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2683 }
2958 2684
2960 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2688 op->stats.food = 999;
2963 2689
2964 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2692 {
2968 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2694 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " 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); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2698 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2702 }
2979 2703
2980 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2706 op->contr->braced = 0;
2987 2711
2988 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2989 2713
2990 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2991 { 2715 {
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); 2716 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
3001 } 2718 }
3002 else 2719 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); 2720 sprintf (buf, "%s died.", &op->name);
3012 } 2721
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2723
3015 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3016 x = op->x; 2725 x = op->x;
3017 y = op->y; 2726 y = op->y;
3018 map = op->map; 2727 map = op->map;
3019 2728
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2730 * 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. 2731 * See the config.h file for a little more in depth detail about this.
3026 */ 2732 */
3027 2733
3028 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2736 * of death.
3031 */ 2737 */
3032#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3034 { 2740 {
3035 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2743 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2746 little bit harder. */
3041 /* GD */ 2747 /* GD */
3042 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2749 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2750 else
3048 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3049 num_stats_lose = 1; 2754 num_stats_lose = 1;
3050 } 2755
3051 lost_a_stat = 0; 2756 lost_a_stat = 0;
3052 2757
3053 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3054 { 2759 {
3055 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3056 2761
3057 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3058 { 2763 {
3059 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2765 * what he lost.
3061 */ 2766 */
3062 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2772 lost_a_stat = 1;
2773 }
2774 else
2775 {
2776 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion");
2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2782 {
2783 dep = arch_to_object (deparch);
2784 insert_ob_in_ob (dep, op);
3068 } 2785 }
3069 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3070 { 2788 {
3071 /* deplete a stat */ 2789 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3073 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3074 2792 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2793 {
3078 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3080 } 2796
3081 lose_this_stat = 1; 2797 /* 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) 2798 if (keep_chance < 1)
2799 keep_chance = 1;
2800
2801 /* There is a maximum depletion total per level. */
2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2803 {
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; 2804 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2806 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 } 2807 }
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 */ 2808 else
3123 if (this_stat >= -50)
3124 { 2809 {
3125 change_attr_value (&(dep->stats), i, -1); 2810 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; 2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2815 }
3131 } 2816 }
3132 } 2817 }
2818
2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2822 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a
2826 * difference.
2827 */
2828 if (this_stat >= -50)
2829 {
2830 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats ();
2834 lost_a_stat = 1;
2835 }
3133 } 2836 }
2837 }
2838 }
3134 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2840 if (!lost_a_stat)
3136 { 2841 {
3137 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3140 2845
3141 if (god && (strcmp (god, "none"))) 2846 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); 2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2848 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2850 }
3146#else 2851#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2853#endif
3149 2854
3150 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2856 * exp loss on the stone.
3152 */ 2857 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2860 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2862 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); 2863 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; 2864 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2867
3163 /**************************************/ 2868 /**************************************/
3164 /* */ 2869 /* */
3165 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3168 /* */ 2873 /* */
3169 /**************************************/ 2874 /**************************************/
3170 2875
3171 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2877 /* restore player */
3173 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
3175 2880
3176 if (tmp) 2881 if (tmp)
3177 { 2882 {
3178 tmp->destroy (); 2883 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2885 }
3181 2886
3182 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2889 if (tmp)
3185 { 2890 {
3186 tmp->destroy (); 2891 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2893 }
3189 2894
3190 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3191 2896
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3195 op->stats.food = 900; 2900 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2904
3200 /* 2905 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2906 * 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 2907 * and put them back in the map.
3203 * in the map. 2908 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3208 2910
3209 /****************************************/ 2911 /****************************************/
3210 /* */ 2912 /* */
3211 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3213 /* */ 2915 /* */
3214 /****************************************/ 2916 /****************************************/
3215 2917
3216 enter_player_savebed (op); 2918 enter_player_savebed (op);
3217 2919
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2920 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2921
3224 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2925 * on the space that might harm the player.
3228 */ 2926 */
3229 will_kill_again = 0; 2927 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3233 2931
3234 if (will_kill_again) 2932 if (will_kill_again)
3235 { 2933 {
3236 object *force; 2934 object *force;
3237 int at; 2935 int at;
3238 2936
3239 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2939 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2944 force->resist[at] = 100;
3247 2945
3248 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3249 fix_player (op); 2947 op->update_stats ();
3250 2948
3251 } 2949 }
3252 2950
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 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} 2952}
3322
3323 2953
3324void 2954void
3325loot_object (object *op) 2955loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3328 2958
3329 if (op->container) 2959 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2960
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3335 { 2962 {
3336 next = tmp->below; 2963 next = tmp->below;
2964
3337 if (tmp->invisible) 2965 if (tmp->invisible)
3338 continue; 2966 continue;
2967
3339 tmp->remove (); 2968 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3341 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2973
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2975 {
3347 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3348 { 2977 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2979 tmp2->destroy ();
3361/* 2990/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2993 * was changed.
3365 */ 2994 */
3366
3367void 2995void
3368fix_weight (void) 2996fix_weight (void)
3369{ 2997{
3370 player *pl; 2998 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2999 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3001
3376 if (old == sum) 3002 if (old == sum)
3377 continue; 3003 continue;
3378 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3006 }
3381} 3007}
3382 3008
3383void 3009void
3384fix_luck (void) 3010fix_luck (void)
3385{ 3011{
3386 player *pl; 3012 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3013 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3391} 3015}
3392
3393 3016
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3397 */ 3020 */
3398
3399void 3021void
3400cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3401{ 3023{
3402 object *skop, *spob; 3024 object *skop, *spob;
3403 3025
3437 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3438 { 3060 {
3439 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3441 } 3063 }
3064
3442 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3443} 3066}
3444 3067
3445int 3068int
3446is_true_undead (object *op) 3069is_true_undead (object *op)
3447{ 3070{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3072 return 1;
3452 3073
3453 return 0; 3074 return 0;
3454} 3075}
3513 3134
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3136
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3520 { 3140 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3142 make_visible (op);
3523 return; 3143 return;
3524 } 3144 }
3525 else 3145 else
3526 num += 20; 3146 num += 20;
3527 } 3147
3528 num += op->map->difficulty; 3148 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3150 num -= hide;
3151
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3153 {
3533 make_visible (op); 3154 make_visible (op);
3534 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3157 }
3537 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3160}
3542 3161
3543/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3544 3163
3545int 3164int
3612 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3613 { 3232 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3234 return -1;
3616 } 3235 }
3236
3617 if (!pl || !op) 3237 if (!pl || !op)
3618 return 0; 3238 return 0;
3619 3239
3620 if (op->head)
3621 {
3622 op = op->head; 3240 op = op->head_ ();
3623 } 3241
3624 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3625 3243
3626 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3245 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3364 int i = 0, j = 0;
3747 3365
3748 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3757 3375
3758 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3759 return; 3377 return;
3760 3378
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3380
3763 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3764 { 3382 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3384 return;
3767 } 3385 }
3768 3386
3893 * not readied. 3511 * not readied.
3894 */ 3512 */
3895void 3513void
3896player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3897{ 3515{
3898 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3899 3518
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3901 { 3520 pl->combat_ob = 0;
3521
3902 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3903 { 3523 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines