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Comparing deliantra/server/server/player.C (file contents):
Revision 1.39 by root, Thu Dec 14 14:23:09 2006 UTC vs.
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288}
289
290/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
291static void 154static void
292set_first_map (object *op) 155set_first_map (object *op)
293{ 156{
294 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
295 op->x = -1; 158 op->x = -1;
296 op->y = -1; 159 op->y = -1;
297 enter_exit (op, NULL);
298} 160}
299 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
317 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point.
319 */
320 outputs_sync = 16; /* Every 2 seconds */
321 outputs_count = 8; /* Keeps present behaviour */
322 unapply = unapply_nochoice;
323
324 savebed_map = first_map_path; /* Init. respawn position */
325
326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
348}
349
350player::~player ()
351{
352 /* Clear item stack */
353 free (stack_items);
354}
355
300/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
302 * mode. 358 * mode.
303 */ 359 */
304 360player *
305int 361player::create ()
306add_player (client_socket *ns)
307{ 362{
308 player *p = new player; 363 player *pl = new player;
309 364
310 p->socket = ns; 365 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 366
313 p->next = first_player; 367 pl->ob->roll_stats ();
314 first_player = p; 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
315 370
316 p = get_player (p);
317
318 set_first_map (p->ob); 371 set_first_map (pl->ob);
319 372
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 373 return pl;
328} 374}
329 375
330/* 376/*
331 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
341 { 387 {
342 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
343 at = first_archetype; 389 at = first_archetype;
344 else 390 else
345 at = at->next; 391 at = at->next;
392
346 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
347 return at; 394 return at;
395
348 if (at == start) 396 if (at == start)
349 { 397 {
350 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 399 exit (-1);
352 } 400 }
353 } 401 }
354} 402}
355 403
356
357object * 404object *
358get_nearest_player (object *mon) 405get_nearest_player (object *mon)
359{ 406{
360 object *op = NULL; 407 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 408 objectlink *ol;
363 unsigned lastdist; 409 unsigned lastdist;
364 rv_vector rv; 410 rv_vector rv;
365 411
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 413 {
368 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 421 object *tmp = ol->ob;
376 422
377 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 424 * itself will have been cleared.
379 */ 425 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
381 ol = ol->next; 428 ol = ol->next;
382 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
383 if (!ol) 430 if (!ol)
384 return op; 431 return op;
385 } 432 }
398 { 445 {
399 op = ol->ob; 446 op = ol->ob;
400 lastdist = rv.distance; 447 lastdist = rv.distance;
401 } 448 }
402 } 449 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 450
404 { 451 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
409 { 454 {
410 op = pl->ob; 455 op = pl->ob;
411 lastdist = rv.distance; 456 lastdist = rv.distance;
412 } 457 }
413 } 458
414 }
415#if 0 459#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 461#endif
418 return op; 462 return op;
419} 463}
437 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 483 * is probably not a good thing.
440 */ 484 */
441#define MAX_SPACES 50 485#define MAX_SPACES 50
442
443 486
444/* 487/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 521 x = mon->x;
479 y = mon->y; 522 y = mon->y;
480 m = mon->map; 523 m = mon->map;
481 dir = rv.direction; 524 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
484 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 529 if (diff > max)
486 return 0; 530 return 0;
531
487 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
488 { 533 {
489 lastx = x; 534 lastx = x;
490 lasty = y; 535 lasty = y;
491 lastmap = m; 536 lastmap = m;
573 max--; 618 max--;
574 lastdir = dir; 619 lastdir = dir;
575 if (!firstdir) 620 if (!firstdir)
576 firstdir = dir; 621 firstdir = dir;
577 } 622 }
623
578 if (diff <= 1) 624 if (diff <= 1)
579 { 625 {
580 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 627 * headed toward player for entire distance.
582 */ 628 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 631 }
632
586 if (diff > max) 633 if (diff > max)
587 return 0; 634 return 0;
588 } 635 }
636
589 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
590 if (!max) 638 if (!max)
591 return 0; 639 return 0;
592 640
593 return firstdir; 641 return firstdir;
686 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
687 link_player_skills (pl); 735 link_player_skills (pl);
688} 736}
689 737
690void 738void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
775{ 740{
776 if (party == NULL) 741 if (party == NULL)
777 { 742 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 744 return;
780 } 745 }
746
781 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 751}
786
787 752
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 754static int
790roll_stat (void) 755roll_stat (void)
791{ 756{
792 int a[4], i, j, k; 757 int a[4], i, j, k;
793 758
794 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
796 761
797 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 763 if (a[i] < k)
799 k = a[i], j = i; 764 k = a[i], j = i;
800 765
801 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 767 if (i != j)
804 k += a[i]; 768 k += a[i];
805 } 769
806 return k; 770 return k;
807} 771}
808 772
809void 773void
810roll_stats (object *op) 774object::roll_stats ()
811{ 775{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 776 int statsort [7];
815 777
816 do 778 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 779 {
827 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
828 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
829 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 790
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
862 798
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 799 stats.exp = 0;
874 op->stats.ac = 0; 800 stats.ac = 0;
875 801
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
884 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
885} 814}
886 815
887void 816void
888Roll_Again (object *op) 817object::swap_stats (int a, int b)
889{ 818{
890 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 822
895void 823 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
897{ 855{
898 signed char tmp;
899 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
900 857
901 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 862}
1016 863
1017/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1021 * not the class. 868 * not the class.
1022 */ 869 */
1023
1024int 870int
1025key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1026{ 872{
1027 int tmp_loop; 873 int tmp_loop;
1028 874
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1036 { 876 {
1037 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1038 878
1039 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1045 885
1046 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1048 888
1049 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1050 890
1051 if (op->msg) 891 if (op->msg)
1052 op->msg = NULL; 892 op->msg = NULL;
1053 893
1054 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1055 * to save here. 895 * to save here.
1056 */ 896 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf); 898 make_path_to_file (buf);
1059 899
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 900 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 903 link_player_skills (op);
1067 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1068 fix_player (op); 905 op->update_stats ();
1069 906
1070 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1071 * is one for this race 908 * is one for this race
1072 */ 909 */
1073 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1074 { 911 {
1075 object *tmp; 912 object *tmp;
1076 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1077 914
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1079 tmp = object::create (); 916 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1085 * default initial map */ 922 * default initial map */
1086 tmp->destroy (); 923 tmp->destroy ();
1087 } 924 }
1088 else 925 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 927
1092 return 0; 928 return 0;
1093 } 929 }
1094 930
1095 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1100 while (!tmp_loop) 936 while (!tmp_loop)
1101 { 937 {
1102 shstr name = op->name; 938 shstr name = op->name;
1103 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1104 940
1105 remove_statbonus (op); 941 op->remove_statbonus ();
1106 op->remove (); 942 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1109 op->instantiate (); 945 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1112 op->x = x; 948 op->x = x;
1113 op->y = y; 949 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 953 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1119 } 955 }
1120 956
1121 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 959 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 962 op->stats.grace = 0;
1127 963
1128 if (op->msg) 964 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 966
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0; 968 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 969}
1183 970
1184void 971void
1185flee_player (object *op) 972flee_player (object *op)
1186{ 973{
1216 { 1003 {
1217 op->enemy = NULL; 1004 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1006 return;
1220 } 1007 }
1008
1221 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1222 1010
1223 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1225 { 1013 {
1226 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1227 1015
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1017 return;
1231 }
1232 } 1018 }
1019
1233 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1022 op->enemy = NULL;
1236} 1023}
1237 1024
1243int 1030int
1244check_pick (object *op) 1031check_pick (object *op)
1245{ 1032{
1246 object *tmp, *next; 1033 object *tmp, *next;
1247 int stop = 0; 1034 int stop = 0;
1248 int j, k, wvratio; 1035 int wvratio;
1249 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1250 1037
1251 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1253 return 1; 1040 return 1;
1254 1041
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1112 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1117 }
1118
1359 /* philosophy: 1119 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1124 * example.
1365 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1378 * found object is returned.
1619 */ 1379 */
1620object * 1380object *
1621find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1622{ 1382{
1623 object *tmp = NULL; 1383 object *tmp = 0;
1624 1384
1625 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1629 return op; 1389 return op;
1390
1630 return tmp; 1391 return tmp;
1631} 1392}
1632 1393
1633/* 1394/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1399 */
1639
1640object * 1400object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1402{
1643 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1793 if (!dir) 1553 if (!dir)
1794 { 1554 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1556 return 0;
1797 } 1557 }
1558
1798 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1800 else 1561 else
1801 { 1562 {
1802 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1810 { 1571 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1573 return 0;
1813 } 1574 }
1814 } 1575 }
1576
1815 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1816 { 1578 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1580 return 0;
1819 } 1581 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1584
1823 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1826 if (bowspeed < 1) 1589 if (bowspeed < 1)
1827 bowspeed = 1; 1590 bowspeed = 1;
1828 1591
1829 if (arrow == NULL) 1592 if (arrow == NULL)
1830 { 1593 {
1836 else 1599 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1601 return 0;
1839 } 1602 }
1840 } 1603 }
1604
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1607 return 0;
1845 } 1608
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1610 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1612 return 0;
1850 } 1613 }
1856 return 0; 1619 return 0;
1857 } 1620 }
1858 1621
1859 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1624 if (!arrow)
1862 { 1625 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1627 return 0;
1865 } 1628 }
1629
1866 arrow->set_owner (op); 1630 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1632 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1633
1873 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1874 { 1635 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1637 op->update_stats ();
1877 } 1638 }
1878 1639
1879 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1885 1646
1886 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1888 */ 1649 */
1889 1650
1891 1652
1892 /* update the speed */ 1653 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1656
1896 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1900 1659
1901 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1902 { 1661 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1672 }
1914 1673
1915 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1917 1676
1918 if (bow->slaying != NULL) 1677 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1920 1679
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1682
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1927 1685
1928 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1687 move_arrow (arrow);
1930 1688
1931 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1957 } 1715 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1717 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1719 wcmod = -1;
1720
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1722 }
1964 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1965 { 1724 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 1795
2037 if (item->arch) 1796 if (item->arch)
2038 { 1797 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2041 item->speed = 0; 1800 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1801 }
1802
2044 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1805 }
2047 } 1806 }
2048 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1808 drain_rod_charge (item);
2051 }
2052 } 1809 }
2053} 1810}
2054 1811
2055/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2056 */ 1813 */
2095 { 1852 {
2096 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return; 1855 return;
2099 } 1856 }
1857
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1859 return;
2102 case range_builder: 1860 case range_builder:
2103 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2104 return; 1862 return;
2105 default: 1863 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return; 1865 return;
2108 } 1866 }
2109} 1867}
2110
2111
2112 1868
2113/* find_key 1869/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1874 * pl is the player,
2119 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2122 */ 1878 */
2123
2124object * 1879object *
2125find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2126{ 1881{
2127 object *tmp, *key; 1882 object *tmp, *key;
2128 1883
2129 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1885 if (!container->inv)
2131 return NULL; 1886 return 0;
2132 1887
2133 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1890 {
2136 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1892 break;
2138 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2140 */ 1895 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1897 break;
2143 } 1898 }
1899
2144 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1903 * a key, return
2148 */ 1904 */
2149 if (!tmp) 1905 if (!tmp)
2150 { 1906 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1908 {
2153 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1911 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2157 return key; 1913 return key;
2158 } 1914 }
2159 } 1915 }
1916
2160 if (!tmp) 1917 if (!tmp)
2161 return NULL; 1918 return NULL;
2162 } 1919 }
1920
2163 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1922 * see if we actually want to use it
2165 */ 1923 */
2166 if (pl != container) 1924 if (pl != container)
2167 { 1925 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1948 return NULL;
2191 } 1949 }
2192 } 1950 }
1951
2193 return tmp; 1952 return tmp;
2194} 1953}
2195 1954
2196/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1958 * 0 otherwise
2200 */ 1959 */
2201static int 1960static int
2202player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2203{ 1962{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1964 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2208 */ 1966 */
2209 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2218 make_visible (op); 1976 make_visible (op);
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2221 if (door->type == DOOR) 1980 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2226 { 1983 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1986 }
1987
2230 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2233 if (container != op) 1991 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2235 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2236 } 1995 }
2237 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2238 { 1997 {
2239 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2000 return 1;
2242 } 2001 }
2002
2243 return 0; 2003 return 0;
2244} 2004}
2245 2005
2246/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2251 */ 2011 */
2252
2253void 2012void
2254move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2255{ 2014{
2256 object *tmp, *mon; 2015 object *tmp, *mon;
2257 sint16 nx, ny; 2016 sint16 nx, ny;
2259 maptile *m; 2018 maptile *m;
2260 2019
2261 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2263 2022
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2265 2024
2266 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2274 */ 2033 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2035 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2037 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2280 if (!m) 2039 if (!m)
2281 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2282 } 2041 }
2283 else 2042 else
2284 m = op->map; 2043 m = op->map;
2285 2044
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2046 return;
2290 }
2291 2047
2292 mon = NULL; 2048 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2052 * on the space
2297 */ 2053 */
2298 while (tmp != NULL) 2054 while (tmp)
2299 { 2055 {
2300 if (tmp == op) 2056 if (tmp == op)
2301 { 2057 {
2302 tmp = tmp->above; 2058 tmp = tmp->above;
2303 continue; 2059 continue;
2313 mon = tmp; 2069 mon = tmp;
2314 2070
2315 tmp = tmp->above; 2071 tmp = tmp->above;
2316 } 2072 }
2317 2073
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2075 return; /* into a wall */
2320 2076
2321 if (mon->head != NULL) 2077 if (mon->head)
2322 mon = mon->head; 2078 mon = mon->head;
2323 2079
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2326 return; 2082 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2105 {
2350 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2107 if (op->contr->braced)
2352 return; 2108 return;
2109
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2113 make_visible (op);
2114
2357 return; 2115 return;
2358 } 2116 }
2359 2117
2360 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2121 * attack them either.
2364 */ 2122 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2126 (op->contr->peaceful
2369 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2370 && mon->contr-> 2128 && mon->contr->
2371 peaceful)) && 2129 peaceful)) &&
2372#else 2130#else
2373 op->contr->peaceful && 2131 op->contr->peaceful &&
2374#endif 2132#endif
2375 !on_battleground)) 2133 !on_battleground))
2376 { 2134 {
2377 if (!op->contr->braced) 2135 if (!op->contr->braced)
2378 { 2136 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2381 } 2139 }
2382 else 2140 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2142
2386 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2144 make_visible (op);
2388 } 2145 }
2389 2146
2390 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2162 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2165 {
2410 2166
2411 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2175
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2177 }
2422 2178
2423 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2424 2180
2425 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2184 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2187 {
2432 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2433 2189
2434 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2437 } 2193 }
2194
2438 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2439 make_visible (op); 2196 make_visible (op);
2440 } 2197 }
2441 } /* if player should attack something */ 2198 } /* if player should attack something */
2442} 2199}
2444int 2201int
2445move_player (object *op, int dir) 2202move_player (object *op, int dir)
2446{ 2203{
2447 int pick; 2204 int pick;
2448 2205
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2207 return 0;
2451 2208
2452 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2454 { 2211 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2213 return 0;
2457 } 2214 }
2458 2215
2459 /* peterm: added following line */ 2216 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2219
2463 op->facing = dir; 2220 op->facing = dir;
2464 2221
2465 if (op->hide) 2222 if (op->hide)
2466 do_hidden_move (op); 2223 do_hidden_move (op);
2477 2234
2478 /* Add special check for newcs players and fire on - this way, the 2235 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2236 * server can handle repeat firing.
2480 */ 2237 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2239 op->direction = dir;
2484 }
2485 else 2240 else
2486 {
2487 op->direction = 0; 2241 op->direction = 0;
2488 } 2242
2489 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2245 * for players.
2492 */ 2246 */
2493 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2545 2299
2546 /* call this here - we also will call this in do_ericserver, but 2300 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2302 * called, so we recheck it here.
2549 */ 2303 */
2550 HandleClient (op->contr->socket, op->contr); 2304 if (op->contr->ns->handle_command ())
2305 return 1;
2306
2551 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2552 return 0; 2308 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2310 {
2556 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2312 op->speed_left--;
2558 2313
2559 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2315 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2562 */ 2317 */
2563 move_player (op, op->direction); 2318 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2319
2565 return 1; 2320 return op->speed_left > 0;
2566 else 2321 }
2567 return 0;
2568 } 2322 }
2323
2569 return 0; 2324 return 0;
2570} 2325}
2571 2326
2572int 2327int
2573save_life (object *op) 2328save_life (object *op)
2574{ 2329{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2330 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2331 return 0;
2579 2332
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2333 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2335 {
2583 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2585 2338
2593 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2594 2347
2595 if (op->stats.food < 0) 2348 if (op->stats.food < 0)
2596 op->stats.food = 999; 2349 op->stats.food = 999;
2597 2350
2598 fix_player (op); 2351 op->update_stats ();
2599 return 1; 2352 return 1;
2600 } 2353 }
2354
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2357 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2358 return 0;
2605} 2359}
2610 * from. 2364 * from.
2611 */ 2365 */
2612void 2366void
2613remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2614{ 2368{
2615 object *next;
2616
2617 while (op) 2369 while (op)
2618 { 2370 {
2619 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2372
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2374 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2630 } 2379 }
2631 else if (op->inv) 2380 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2633 op = next; 2383 op = next;
2634 } 2384 }
2635} 2385}
2636
2637 2386
2638/* 2387/*
2639 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2404 else
2656 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2408 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2660 sprintf (buf, "who was in level %d when killed\n", op->level); 2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2661 else 2411 else
2662 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2415 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2666 { 2417 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2420 strcat (buf2, buf);
2670 } 2421 }
2422
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2674 return buf2; 2427 return buf2;
2675} 2428}
2676
2677
2678 2429
2679void 2430void
2680do_some_living (object *op) 2431do_some_living (object *op)
2681{ 2432{
2682 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2691 const int max_grace = 1; 2442 const int max_grace = 1;
2692 2443
2693 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2694 { 2445 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2698 } 2449 }
2699 2450
2700 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2701 { 2452 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2457 else
2708 { 2458 {
2709 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2461 }
2462
2712 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2465 else
2715 { 2466 {
2716 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2469 }
2470
2719 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2473 else
2722 { 2474 {
2723 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2739 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2740 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2741 op->stats.food = last_food; 2493 op->stats.food = last_food;
2742 } 2494 }
2743 } 2495 }
2496
2744 if (max_sp > 1) 2497 if (max_sp > 1)
2745 { 2498 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2500 if (over_sp > 0)
2748 { 2501 {
2749 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2750 { 2503 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2752 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2753 op->stats.sp--; 2507 op->stats.sp--;
2508
2754 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2756 } 2511 }
2757 op->last_sp = 0; 2512 op->last_sp = 0;
2758 } 2513 }
2759 else 2514 else
2760 {
2761 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2762 }
2763 } 2516 }
2764 else 2517 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2519 }
2769 2520
2770 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2771 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2772 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2773 { 2524 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2776 if (max_grace > 1) 2528 if (max_grace > 1)
2777 { 2529 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2531 if (over_grace > 0)
2780 { 2532 {
2808 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2809 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2810 op->stats.food = last_food; 2562 op->stats.food = last_food;
2811 } 2563 }
2812 } 2564 }
2565
2813 if (max_hp > 1) 2566 if (max_hp > 1)
2814 { 2567 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2569 if (over_hp > 0)
2817 { 2570 {
2841 2594
2842 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2843 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2844 else 2597 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2846 /* dms do not consume food */ 2600 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2602 op->stats.food--;
2849 } 2603 }
2850 }
2851 2604
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2606 {
2854 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2855 2608
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 { 2610 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2862 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2863 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2618 break;
2866 } 2619 }
2867 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2868 flesh = tmp; 2621 flesh = tmp;
2869 } /* End if paid for object */ 2622 } /* End if paid for object */
2870 } /* end of for loop */ 2623 } /* end of for loop */
2624
2871 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2872 * eat flesh instead. 2626 * eat flesh instead.
2873 */ 2627 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2629 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2878 } 2632 }
2879 } /* end if player is starving */ 2633 }
2880 2634
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2883 2637
2884 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2885 kill_player (op); 2639 kill_player (op);
2640 }
2886} 2641}
2887
2888
2889 2642
2890/* If the player should die (lack of hp, food, etc), we call this. 2643/* If the player should die (lack of hp, food, etc), we call this.
2891 * op is the player in jeopardy. If the player can not be saved (not 2644 * op is the player in jeopardy. If the player can not be saved (not
2892 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2646 * file.
2923 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2924 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2925 2678
2926 /* restore player */ 2679 /* restore player */
2927 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2682 {
2931 tmp->destroy (); 2683 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2685 }
2934 2686
2935 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2689 {
2939 tmp->destroy (); 2690 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2692 }
2942 2693
2944 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2697 op->stats.food = 999;
2947 2698
2948 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2701 {
2952 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2703 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2955 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2707 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2960 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2711 }
2963 2712
2964 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2715 op->contr->braced = 0;
2971 2720
2972 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2973 2722
2974 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2975 { 2724 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2985 } 2727 }
2986 else 2728 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2996 } 2730
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2732
2999 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3000 x = op->x; 2734 x = op->x;
3001 y = op->y; 2735 y = op->y;
3002 map = op->map; 2736 map = op->map;
3003 2737
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
3009 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
3010 */ 2741 */
3011 2742
3012 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2745 * of death.
3015 */ 2746 */
3016#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3018 { 2749 {
3019 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3020 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
3021 more if they do. */ 2752 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2755 little bit harder. */
3025 /* GD */ 2756 /* GD */
3026 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2758 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2759 else
3032 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3033 num_stats_lose = 1; 2763 num_stats_lose = 1;
3034 } 2764
3035 lost_a_stat = 0; 2765 lost_a_stat = 0;
3036 2766
3037 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3038 { 2768 {
3039 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3040 2770
3041 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3042 { 2772 {
3043 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
3044 * what he lost. 2774 * what he lost.
3045 */ 2775 */
3046 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 lost_a_stat = 1; 2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
3052 } 2794 }
3053 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3054 { 2797 {
3055 /* deplete a stat */ 2798 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3057 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3058 2801 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2802 {
3062 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3064 } 2805
3065 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 if (this_stat < 0) 2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3072 { 2812 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2813 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2815 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2816 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2817 else
3107 if (this_stat >= -50)
3108 { 2818 {
3109 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 lost_a_stat = 1; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
3114 } 2824 }
3115 } 2825 }
3116 } 2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
3117 } 2845 }
2846 }
2847 }
3118 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2849 if (!lost_a_stat)
3120 { 2850 {
3121 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3124 2854
3125 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3126 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3127 else 2857 else
3128 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3129 } 2859 }
3130#else 2860#else
3131 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3132#endif 2862#endif
3133 2863
3134 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2865 * exp loss on the stone.
3136 */ 2866 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2869 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3142 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); 2872 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);
3143 tmp->msg = buf; 2873 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2876
3147 /**************************************/ 2877 /**************************************/
3148 /* */ 2878 /* */
3149 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3152 /* */ 2882 /* */
3153 /**************************************/ 2883 /**************************************/
3154 2884
3155 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2886 /* restore player */
3157 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3159 2889
3160 if (tmp) 2890 if (tmp)
3161 { 2891 {
3162 tmp->destroy (); 2892 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2894 }
3165 2895
3166 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2898 if (tmp)
3169 { 2899 {
3170 tmp->destroy (); 2900 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2902 }
3173 2903
3174 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3175 2905
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3179 op->stats.food = 900; 2909 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2913
3184 /* 2914 /*
3185 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player is in a shop. IF so, then check to see if
3186 * the player has any unpaid items. If so, remove them and put them back 2916 * the player has any unpaid items. If so, remove them and put them back
3187 * in the map. 2917 * in the map.
3188 */ 2918 */
3189 2919
3190 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3192 2922
3193 /****************************************/ 2923 /****************************************/
3194 /* */ 2924 /* */
3195 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3197 /* */ 2927 /* */
3198 /****************************************/ 2928 /****************************************/
3199 2929
3200 enter_player_savebed (op); 2930 enter_player_savebed (op);
3201 2931
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2932 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2933
3208 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2937 * on the space that might harm the player.
3212 */ 2938 */
3213 will_kill_again = 0; 2939 will_kill_again = 0;
3214 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3215 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3217 2943
3218 if (will_kill_again) 2944 if (will_kill_again)
3219 { 2945 {
3220 object *force; 2946 object *force;
3221 int at; 2947 int at;
3222 2948
3223 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2951 force->speed = 0.1;
3226 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3227 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2956 force->resist[at] = 100;
3231 2957
3232 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3233 fix_player (op); 2959 op->update_stats ();
3234 2960
3235 } 2961 }
3236 2962
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2964}
3306
3307 2965
3308void 2966void
3309loot_object (object *op) 2967loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3312 2970
3313 if (op->container) 2971 op->close_container (); /* close open sack first */
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container);
3316 }
3317 2972
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3319 { 2974 {
3320 next = tmp->below; 2975 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3322 continue; 2978 continue;
2979
3323 tmp->remove (); 2980 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3325 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3327 loot_object (tmp); 2985
3328 }
3329 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3330 { 2987 {
3331 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3332 { 2989 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 tmp2->destroy (); 2991 tmp2->destroy ();
3345/* 3002/*
3346 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3347 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3348 * was changed. 3005 * was changed.
3349 */ 3006 */
3350
3351void 3007void
3352fix_weight (void) 3008fix_weight (void)
3353{ 3009{
3354 player *pl; 3010 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 3011 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 3013
3360 if (old == sum) 3014 if (old == sum)
3361 continue; 3015 continue;
3362 fix_player (pl->ob); 3016 pl->ob->update_stats ();
3363 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3017 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3364 } 3018 }
3365} 3019}
3366 3020
3367void 3021void
3368fix_luck (void) 3022fix_luck (void)
3369{ 3023{
3370 player *pl; 3024 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 3025 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 3026 pl->ob->change_luck (0);
3375} 3027}
3376
3377 3028
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3381 */ 3032 */
3382
3383void 3033void
3384cast_dust (object *op, object *throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3385{ 3035{
3386 object *skop, *spob; 3036 object *skop, *spob;
3387 3037
3427} 3077}
3428 3078
3429int 3079int
3430is_true_undead (object *op) 3080is_true_undead (object *op)
3431{ 3081{
3432 object *tmp = NULL;
3433
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3083 return 1;
3436 3084
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3085 return 0;
3443} 3086}
3444 3087
3445/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3502 3145
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3147
3505 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3506 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3509 { 3151 {
3510 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3511 make_visible (op); 3153 make_visible (op);
3512 return; 3154 return;
3513 } 3155 }
3514 else 3156 else
3515 num += 20; 3157 num += 20;
3516 } 3158
3517 num += op->map->difficulty; 3159 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3161 num -= hide;
3162
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3164 {
3522 make_visible (op); 3165 make_visible (op);
3523 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3524 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3525 } 3168 }
3526 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3527 {
3528 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3529 }
3530} 3171}
3531 3172
3532/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3533 3174
3534int 3175int
3561 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3562 continue; 3203 continue;
3563 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3564 continue; 3205 continue;
3565 3206
3566 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3567 { 3208 {
3568 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3569 return 1; 3210 return 1;
3570 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3571 { 3212 {
3601 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3602 { 3243 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3245 return -1;
3605 } 3246 }
3247
3606 if (!pl || !op) 3248 if (!pl || !op)
3607 return 0; 3249 return 0;
3608 3250
3609 if (op->head)
3610 {
3611 op = op->head; 3251 op = op->head_ ();
3612 } 3252
3613 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3614 3254
3615 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3256 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3625 3265
3626 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3627 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3628 * for any meaningful values. 3268 * for any meaningful values.
3629 */ 3269 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3633 return 1; 3273 return 1;
3634 op = op->more; 3274 op = op->more;
3635 } 3275 }
3636 return 0; 3276 return 0;
3637} 3277}
3747 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3748 return; 3388 return;
3749 3389
3750 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3751 3391
3752 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3753 { 3393 {
3754 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3755 return; 3395 return;
3756 } 3396 }
3757 3397
3823 { 3463 {
3824 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3465 object *skin;
3826 3466
3827 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3829 if (skin == NULL) 3472 if (!skin)
3830 return; 3473 return;
3831 3474
3832 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3477 {
3879 * not readied. 3522 * not readied.
3880 */ 3523 */
3881void 3524void
3882player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3883{ 3526{
3884 rangetype i;
3885
3886 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3887 {
3888 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3889 { 3529 {
3890 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3891 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3894 }
3895 } 3533 }
3896 }
3897} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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