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Comparing deliantra/server/server/player.C (file contents):
Revision 1.42 by root, Fri Dec 15 19:59:20 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 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
82 int comp; 45 int comp;
83 int size; 46 int size;
84 47
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 50 return;
89 } 51
90 motd[0] = '\0'; 52 motd[0] = '\0';
91 size = 0; 53 size = 0;
54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
59
96 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 61 size += strlen (buf);
98 } 62 }
63
99 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);
100 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
101} 66}
102 67
103void 68void
109 int comp; 74 int comp;
110 int size; 75 int size;
111 76
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 79 return;
116 } 80
117 rules[0] = '\0'; 81 rules[0] = '\0';
118 size = 0; 82 size = 0;
83
119 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
120 { 85 {
121 if (*buf == '#') 86 if (*buf == '#')
122 continue; 87 continue;
88
123 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
124 { 90 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 92 break;
127 } 93 }
94
128 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 96 size += strlen (buf);
130 } 97 }
98
131 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);
132 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
133} 101}
134 102
135void 103void
143 int size; 111 int size;
144 112
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 115 return;
116
148 news[0] = '\0'; 117 news[0] = '\0';
149 subject[0] = '\0'; 118 subject[0] = '\0';
150 size = 0; 119 size = 0;
120
151 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
152 { 122 {
153 if (*buf == '#') 123 if (*buf == '#')
154 continue; 124 continue;
125
155 if (*buf == '%') 126 if (*buf == '%')
156 { /* send one news */ 127 { /* send one news */
157 if (size > 0) 128 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
160 strip_endline (subject); 132 strip_endline (subject);
161 size = 0; 133 size = 0;
162 news[0] = '\0'; 134 news[0] = '\0';
163 } 135 }
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
179} 151}
180 152
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287}
288
289/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
290static void 154static void
291set_first_map (object *op) 155set_first_map (object *op)
292{ 156{
293 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
294 op->x = -1; 158 op->x = -1;
295 op->y = -1; 159 op->y = -1;
296 enter_exit (op, NULL);
297} 160}
298 161
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
299/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
300 * 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
301 * mode. 358 * mode.
302 */ 359 */
303 360player *
304int 361player::create ()
305add_player (client *ns)
306{ 362{
307 player *p = new player; 363 player *pl = new player;
308 364
309 p->socket = ns; 365 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 366
312 p->next = first_player; 367 pl->ob->roll_stats ();
313 first_player = p; 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
314 370
315 p = get_player (p);
316
317 set_first_map (p->ob); 371 set_first_map (pl->ob);
318 372
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 373 return pl;
327} 374}
328 375
329/* 376/*
330 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
340 { 387 {
341 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
342 at = first_archetype; 389 at = first_archetype;
343 else 390 else
344 at = at->next; 391 at = at->next;
392
345 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
346 return at; 394 return at;
395
347 if (at == start) 396 if (at == start)
348 { 397 {
349 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 399 exit (-1);
351 } 400 }
352 } 401 }
353} 402}
354 403
355
356object * 404object *
357get_nearest_player (object *mon) 405get_nearest_player (object *mon)
358{ 406{
359 object *op = NULL; 407 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 408 objectlink *ol;
362 unsigned lastdist; 409 unsigned lastdist;
363 rv_vector rv; 410 rv_vector rv;
364 411
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 413 {
367 /* 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
368 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 421 object *tmp = ol->ob;
375 422
376 /* 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
377 * itself will have been cleared. 424 * itself will have been cleared.
378 */ 425 */
379 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 ());
380 ol = ol->next; 428 ol = ol->next;
381 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
382 if (!ol) 430 if (!ol)
383 return op; 431 return op;
384 } 432 }
397 { 445 {
398 op = ol->ob; 446 op = ol->ob;
399 lastdist = rv.distance; 447 lastdist = rv.distance;
400 } 448 }
401 } 449 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 450
403 { 451 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
408 { 454 {
409 op = pl->ob; 455 op = pl->ob;
410 lastdist = rv.distance; 456 lastdist = rv.distance;
411 } 457 }
412 } 458
413 }
414#if 0 459#if 0
415 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)");
416#endif 461#endif
417 return op; 462 return op;
418} 463}
436 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 483 * is probably not a good thing.
439 */ 484 */
440#define MAX_SPACES 50 485#define MAX_SPACES 50
441
442 486
443/* 487/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
477 x = mon->x; 521 x = mon->x;
478 y = mon->y; 522 y = mon->y;
479 m = mon->map; 523 m = mon->map;
480 dir = rv.direction; 524 dir = rv.direction;
481 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 */
482 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
483 /* 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. */
484 if (diff > max) 529 if (diff > max)
485 return 0; 530 return 0;
531
486 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
487 { 533 {
488 lastx = x; 534 lastx = x;
489 lasty = y; 535 lasty = y;
490 lastmap = m; 536 lastmap = m;
572 max--; 618 max--;
573 lastdir = dir; 619 lastdir = dir;
574 if (!firstdir) 620 if (!firstdir)
575 firstdir = dir; 621 firstdir = dir;
576 } 622 }
623
577 if (diff <= 1) 624 if (diff <= 1)
578 { 625 {
579 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 627 * headed toward player for entire distance.
581 */ 628 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 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));
584 } 631 }
632
585 if (diff > max) 633 if (diff > max)
586 return 0; 634 return 0;
587 } 635 }
636
588 /* 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 */
589 if (!max) 638 if (!max)
590 return 0; 639 return 0;
591 640
592 return firstdir; 641 return firstdir;
685 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
686 link_player_skills (pl); 735 link_player_skills (pl);
687} 736}
688 737
689void 738void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
774{ 740{
775 if (party == NULL) 741 if (party == NULL)
776 { 742 {
777 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);
778 return; 744 return;
779 } 745 }
746
780 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
783 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:");
784} 751}
785
786 752
787/* 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. */
788int 754static int
789roll_stat (void) 755roll_stat (void)
790{ 756{
791 int a[4], i, j, k; 757 int a[4], i, j, k;
792 758
793 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
795 761
796 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 763 if (a[i] < k)
798 k = a[i], j = i; 764 k = a[i], j = i;
799 765
800 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 767 if (i != j)
803 k += a[i]; 768 k += a[i];
804 } 769
805 return k; 770 return k;
806} 771}
807 772
808void 773void
809roll_stats (object *op) 774object::roll_stats ()
810{ 775{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 776 int statsort [7];
814 777
815 do 778 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 779 {
826 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
827 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
828 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 790
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
861 798
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 799 stats.exp = 0;
873 op->stats.ac = 0; 800 stats.ac = 0;
874 801
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
882 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
883 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
884} 814}
885 815
886void 816void
887Roll_Again (object *op) 817object::swap_stats (int a, int b)
888{ 818{
889 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[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);
892}
893 822
894void 823 stats.Str = contr->orig_stats.Str;
895Swap_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)
896{ 855{
897 signed char tmp;
898 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
899 857
900 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 862}
1015 863
1016/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1020 * not the class. 868 * not the class.
1021 */ 869 */
1022
1023int 870int
1024key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1025{ 872{
1026 int tmp_loop; 873 int tmp_loop;
1027 874
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1035 { 876 {
1036 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1037 878
1038 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1044 885
1045 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1047 888
1048 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1049 890
1050 if (op->msg) 891 if (op->msg)
1051 op->msg = NULL; 892 op->msg = NULL;
1052 893
1053 /* 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
1054 * to save here. 895 * to save here.
1055 */ 896 */
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1057 make_path_to_file (buf); 898 make_path_to_file (buf);
1058 899
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 900 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 903 link_player_skills (op);
1066 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1067 fix_player (op); 905 op->update_stats ();
1068 906
1069 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1070 * is one for this race 908 * is one for this race
1071 */ 909 */
1072 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1073 { 911 {
1074 object *tmp; 912 object *tmp;
1075 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1076 914
1077 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);
1078 tmp = object::create (); 916 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1082 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;
1083 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1084 * default initial map */ 922 * default initial map */
1085 tmp->destroy (); 923 tmp->destroy ();
1086 } 924 }
1087 else 925 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 927
1091 return 0; 928 return 0;
1092 } 929 }
1093 930
1094 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1099 while (!tmp_loop) 936 while (!tmp_loop)
1100 { 937 {
1101 shstr name = op->name; 938 shstr name = op->name;
1102 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1103 940
1104 remove_statbonus (op); 941 op->remove_statbonus ();
1105 op->remove (); 942 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1108 op->instantiate (); 945 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1111 op->x = x; 948 op->x = x;
1112 op->y = y; 949 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 953 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1118 } 955 }
1119 956
1120 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 959 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 962 op->stats.grace = 0;
1126 963
1127 if (op->msg) 964 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 966
1130 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");
1131 return 0; 968 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 969}
1182 970
1183void 971void
1184flee_player (object *op) 972flee_player (object *op)
1185{ 973{
1215 { 1003 {
1216 op->enemy = NULL; 1004 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1006 return;
1219 } 1007 }
1008
1220 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1221 1010
1222 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1224 { 1013 {
1225 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1226 1015
1227 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)))
1228 {
1229 return; 1017 return;
1230 }
1231 } 1018 }
1019
1232 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1022 op->enemy = NULL;
1235} 1023}
1236 1024
1242int 1030int
1243check_pick (object *op) 1031check_pick (object *op)
1244{ 1032{
1245 object *tmp, *next; 1033 object *tmp, *next;
1246 int stop = 0; 1034 int stop = 0;
1247 int j, k, wvratio; 1035 int wvratio;
1248 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1249 1037
1250 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1252 return 1; 1040 return 1;
1253 1041
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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))));
1324 else 1112 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &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
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1117 }
1118
1358 /* philosophy: 1119 /* philosophy:
1359 * 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
1360 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1362 * 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
1363 * example. 1124 * example.
1364 * 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
1365 * 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
1366 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1378 * found object is returned.
1618 */ 1379 */
1619object * 1380object *
1620find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1621{ 1382{
1622 object *tmp = NULL; 1383 object *tmp = 0;
1623 1384
1624 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1625 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))
1626 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1628 return op; 1389 return op;
1390
1629 return tmp; 1391 return tmp;
1630} 1392}
1631 1393
1632/* 1394/*
1633 * 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
1634 * 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
1635 * 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
1636 * 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.
1637 */ 1399 */
1638
1639object * 1400object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1402{
1642 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1792 if (!dir) 1553 if (!dir)
1793 { 1554 {
1794 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!");
1795 return 0; 1556 return 0;
1796 } 1557 }
1558
1797 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1799 else 1561 else
1800 { 1562 {
1801 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1809 { 1571 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1573 return 0;
1812 } 1574 }
1813 } 1575 }
1576
1814 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1815 { 1578 {
1816 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);
1817 return 0; 1580 return 0;
1818 } 1581 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1584
1822 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1825 if (bowspeed < 1) 1589 if (bowspeed < 1)
1826 bowspeed = 1; 1590 bowspeed = 1;
1827 1591
1828 if (arrow == NULL) 1592 if (arrow == NULL)
1829 { 1593 {
1835 else 1599 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1601 return 0;
1838 } 1602 }
1839 } 1603 }
1604
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1607 return 0;
1844 } 1608
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1610 {
1847 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.");
1848 return 0; 1612 return 0;
1849 } 1613 }
1855 return 0; 1619 return 0;
1856 } 1620 }
1857 1621
1858 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1624 if (!arrow)
1861 { 1625 {
1862 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);
1863 return 0; 1627 return 0;
1864 } 1628 }
1629
1865 arrow->set_owner (op); 1630 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1632 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1633
1872 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1873 { 1635 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1637 op->update_stats ();
1876 } 1638 }
1877 1639
1878 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1890 1652
1891 /* update the speed */ 1653 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 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;
1894 1656
1895 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1899 1659
1900 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1901 { 1661 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1672 }
1913 1673
1914 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1916 1676
1917 if (bow->slaying != NULL) 1677 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1919 1679
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1682
1924 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);
1925 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1926 1685
1927 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1687 move_arrow (arrow);
1929 1688
1930 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1956 } 1715 }
1957 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)
1958 { 1717 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1719 wcmod = -1;
1720
1961 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);
1962 } 1722 }
1963 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1964 { 1724 {
1965 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);
2035 1795
2036 if (item->arch) 1796 if (item->arch)
2037 { 1797 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2040 item->speed = 0; 1800 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1801 }
1802
2043 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1805 }
2046 } 1806 }
2047 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1808 drain_rod_charge (item);
2050 }
2051 } 1809 }
2052} 1810}
2053 1811
2054/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2055 */ 1813 */
2094 { 1852 {
2095 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2096 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.");
2097 return; 1855 return;
2098 } 1856 }
1857
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return; 1859 return;
2101 case range_builder: 1860 case range_builder:
2102 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2103 return; 1862 return;
2104 default: 1863 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return; 1865 return;
2107 } 1866 }
2108} 1867}
2109
2110
2111 1868
2112/* find_key 1869/* find_key
2113 * 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
2114 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1874 * pl is the player,
2118 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2121 */ 1878 */
2122
2123object * 1879object *
2124find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2125{ 1881{
2126 object *tmp, *key; 1882 object *tmp, *key;
2127 1883
2128 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1885 if (!container->inv)
2130 return NULL; 1886 return 0;
2131 1887
2132 /* 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 */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1890 {
2135 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1892 break;
2137 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2139 */ 1895 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1897 break;
2142 } 1898 }
1899
2143 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2144 /* 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.
2145 * 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
2146 * a key, return 1903 * a key, return
2147 */ 1904 */
2148 if (!tmp) 1905 if (!tmp)
2149 { 1906 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1908 {
2152 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1911 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2156 return key; 1913 return key;
2157 } 1914 }
2158 } 1915 }
1916
2159 if (!tmp) 1917 if (!tmp)
2160 return NULL; 1918 return NULL;
2161 } 1919 }
1920
2162 /* 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,
2163 * see if we actually want to use it 1922 * see if we actually want to use it
2164 */ 1923 */
2165 if (pl != container) 1924 if (pl != container)
2166 { 1925 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "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));
2189 return NULL; 1948 return NULL;
2190 } 1949 }
2191 } 1950 }
1951
2192 return tmp; 1952 return tmp;
2193} 1953}
2194 1954
2195/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1958 * 0 otherwise
2199 */ 1959 */
2200static int 1960static int
2201player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2202{ 1962{
2203
2204 /* 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,
2205 * 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 -
2206 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2207 */ 1966 */
2208 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2215 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);
2216 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2217 make_visible (op); 1976 make_visible (op);
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2220 if (door->type == DOOR) 1980 if (door->type == DOOR)
2221 {
2222 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 */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2225 { 1983 {
2226 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));
2227 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1986 }
1987
2229 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2232 if (container != op) 1991 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2234 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2235 } 1995 }
2236 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2237 { 1997 {
2238 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2000 return 1;
2241 } 2001 }
2002
2242 return 0; 2003 return 0;
2243} 2004}
2244 2005
2245/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2250 */ 2011 */
2251
2252void 2012void
2253move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2254{ 2014{
2255 object *tmp, *mon; 2015 object *tmp, *mon;
2256 sint16 nx, ny; 2016 sint16 nx, ny;
2258 maptile *m; 2018 maptile *m;
2259 2019
2260 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2262 2022
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2264 2024
2265 /* 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
2266 * 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
2267 * 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
2268 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2273 */ 2033 */
2274 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))
2275 { 2035 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2037 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2279 if (!m) 2039 if (!m)
2280 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2281 } 2041 }
2282 else 2042 else
2283 m = op->map; 2043 m = op->map;
2284 2044
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2046 return;
2289 }
2290 2047
2291 mon = NULL; 2048 mon = 0;
2292 /* 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
2293 * 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.
2294 * 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
2295 * on the space 2052 * on the space
2296 */ 2053 */
2297 while (tmp != NULL) 2054 while (tmp)
2298 { 2055 {
2299 if (tmp == op) 2056 if (tmp == op)
2300 { 2057 {
2301 tmp = tmp->above; 2058 tmp = tmp->above;
2302 continue; 2059 continue;
2312 mon = tmp; 2069 mon = tmp;
2313 2070
2314 tmp = tmp->above; 2071 tmp = tmp->above;
2315 } 2072 }
2316 2073
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2075 return; /* into a wall */
2319 2076
2320 if (mon->head != NULL) 2077 if (mon->head)
2321 mon = mon->head; 2078 mon = mon->head;
2322 2079
2323 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))
2324 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2325 return; 2082 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2105 {
2349 /* 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 */
2350 if (op->contr->braced) 2107 if (op->contr->braced)
2351 return; 2108 return;
2109
2352 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);
2353 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2113 make_visible (op);
2114
2356 return; 2115 return;
2357 } 2116 }
2358 2117
2359 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2121 * attack them either.
2363 */ 2122 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (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)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2126 (op->contr->peaceful
2368 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2369 && mon->contr-> 2128 && mon->contr->
2370 peaceful)) && 2129 peaceful)) &&
2371#else 2130#else
2372 op->contr->peaceful && 2131 op->contr->peaceful &&
2373#endif 2132#endif
2374 !on_battleground)) 2133 !on_battleground))
2375 { 2134 {
2376 if (!op->contr->braced) 2135 if (!op->contr->braced)
2377 { 2136 {
2378 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);
2379 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2380 } 2139 }
2381 else 2140 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2142
2385 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2144 make_visible (op);
2387 } 2145 }
2388 2146
2389 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2400 * 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
2401 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2402 * 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
2403 * 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.
2404 */ 2162 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((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)))
2408 { 2165 {
2409 2166
2410 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2175
2419 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 */
2420 } 2177 }
2421 2178
2422 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2423 2180
2424 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2184 * the wiz.
2429 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))
2430 { 2187 {
2431 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2432 2189
2433 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2436 } 2193 }
2194
2437 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2438 make_visible (op); 2196 make_visible (op);
2439 } 2197 }
2440 } /* if player should attack something */ 2198 } /* if player should attack something */
2441} 2199}
2443int 2201int
2444move_player (object *op, int dir) 2202move_player (object *op, int dir)
2445{ 2203{
2446 int pick; 2204 int pick;
2447 2205
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2207 return 0;
2450 2208
2451 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2453 { 2211 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2213 return 0;
2456 } 2214 }
2457 2215
2458 /* peterm: added following line */ 2216 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2219
2462 op->facing = dir; 2220 op->facing = dir;
2463 2221
2464 if (op->hide) 2222 if (op->hide)
2465 do_hidden_move (op); 2223 do_hidden_move (op);
2476 2234
2477 /* 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
2478 * server can handle repeat firing. 2236 * server can handle repeat firing.
2479 */ 2237 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2239 op->direction = dir;
2483 }
2484 else 2240 else
2485 {
2486 op->direction = 0; 2241 op->direction = 0;
2487 } 2242
2488 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2245 * for players.
2491 */ 2246 */
2492 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2544 2299
2545 /* 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
2546 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2302 * called, so we recheck it here.
2548 */ 2303 */
2549 HandleClient (op->contr->socket, op->contr); 2304 if (op->contr->ns->handle_command ())
2305 return 1;
2306
2550 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2551 return 0; 2308 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2310 {
2555 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2312 op->speed_left--;
2557 2313
2558 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2559 * 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
2560 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2561 */ 2317 */
2562 move_player (op, op->direction); 2318 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2319
2564 return 1; 2320 return op->speed_left > 0;
2565 else 2321 }
2566 return 0;
2567 } 2322 }
2568 2323
2569 return 0; 2324 return 0;
2570} 2325}
2571 2326
2591 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2592 2347
2593 if (op->stats.food < 0) 2348 if (op->stats.food < 0)
2594 op->stats.food = 999; 2349 op->stats.food = 999;
2595 2350
2596 fix_player (op); 2351 op->update_stats ();
2597 return 1; 2352 return 1;
2598 } 2353 }
2599 2354
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2364 * from.
2610 */ 2365 */
2611void 2366void
2612remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2613{ 2368{
2614 object *next;
2615
2616 while (op) 2369 while (op)
2617 { 2370 {
2618 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' */
2619 * we remove object 'op' 2372
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2374 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2629 } 2379 }
2630 else if (op->inv) 2380 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2632 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
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2425 strcat (buf2, buf);
2677 2426
2678 return buf2; 2427 return buf2;
2679} 2428}
2680
2681
2682 2429
2683void 2430void
2684do_some_living (object *op) 2431do_some_living (object *op)
2685{ 2432{
2686 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2695 const int max_grace = 1; 2442 const int max_grace = 1;
2696 2443
2697 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2698 { 2445 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 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)
2701 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2449 }
2703 2450
2704 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2705 { 2452 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2457 else
2712 { 2458 {
2713 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2461 }
2462
2716 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2465 else
2719 { 2466 {
2720 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2469 }
2470
2723 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2473 else
2726 { 2474 {
2727 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2744 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))
2745 op->stats.food = last_food; 2493 op->stats.food = last_food;
2746 } 2494 }
2747 } 2495 }
2496
2748 if (max_sp > 1) 2497 if (max_sp > 1)
2749 { 2498 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2500 if (over_sp > 0)
2752 { 2501 {
2753 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2754 { 2503 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2756 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))
2757 op->stats.sp--; 2507 op->stats.sp--;
2508
2758 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2760 } 2511 }
2761 op->last_sp = 0; 2512 op->last_sp = 0;
2762 } 2513 }
2763 else 2514 else
2764 {
2765 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);
2766 }
2767 } 2516 }
2768 else 2517 else
2769 {
2770 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);
2771 }
2772 } 2519 }
2773 2520
2774 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2775 /* 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. */
2776 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2777 { 2524 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2780 if (max_grace > 1) 2528 if (max_grace > 1)
2781 { 2529 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2531 if (over_grace > 0)
2784 { 2532 {
2812 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2813 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))
2814 op->stats.food = last_food; 2562 op->stats.food = last_food;
2815 } 2563 }
2816 } 2564 }
2565
2817 if (max_hp > 1) 2566 if (max_hp > 1)
2818 { 2567 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2569 if (over_hp > 0)
2821 { 2570 {
2845 2594
2846 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2847 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);
2848 else 2597 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2850 /* dms do not consume food */ 2600 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2602 op->stats.food--;
2853 } 2603 }
2854 }
2855 2604
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2606 {
2858 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2859 2608
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2610 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2618 break;
2870 } 2619 }
2871 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2872 flesh = tmp; 2621 flesh = tmp;
2873 } /* End if paid for object */ 2622 } /* End if paid for object */
2874 } /* end of for loop */ 2623 } /* end of for loop */
2624
2875 /* 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
2876 * eat flesh instead. 2626 * eat flesh instead.
2877 */ 2627 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2629 {
2880 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.");
2881 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2882 } 2632 }
2883 } /* end if player is starving */ 2633 }
2884 2634
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2887 2637
2888 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))
2889 kill_player (op); 2639 kill_player (op);
2640 }
2890} 2641}
2891
2892
2893 2642
2894/* 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.
2895 * 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
2896 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2646 * file.
2927 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!");
2928 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...");
2929 2678
2930 /* restore player */ 2679 /* restore player */
2931 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2682 {
2935 tmp->destroy (); 2683 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2685 }
2938 2686
2939 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2689 {
2943 tmp->destroy (); 2690 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2692 }
2946 2693
2948 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2697 op->stats.food = 999;
2951 2698
2952 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2701 {
2956 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2703 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2959 " 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",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2707 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2711 }
2967 2712
2968 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2715 op->contr->braced = 0;
2975 2720
2976 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2977 2722
2978 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2979 { 2724 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2989 } 2727 }
2990 else 2728 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3000 } 2730
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2732
3003 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3004 x = op->x; 2734 x = op->x;
3005 y = op->y; 2735 y = op->y;
3006 map = op->map; 2736 map = op->map;
3007 2737
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * 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.
3013 * 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.
3014 */ 2741 */
3015 2742
3016 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2745 * of death.
3019 */ 2746 */
3020#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3022 { 2749 {
3023 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3024 /* 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
3025 more if they do. */ 2752 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2755 little bit harder. */
3029 /* GD */ 2756 /* GD */
3030 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2758 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2759 else
3036 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3037 num_stats_lose = 1; 2763 num_stats_lose = 1;
3038 } 2764
3039 lost_a_stat = 0; 2765 lost_a_stat = 0;
3040 2766
3041 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3042 { 2768 {
3043 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3044 2770
3045 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3046 { 2772 {
3047 /* 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
3048 * what he lost. 2774 * what he lost.
3049 */ 2775 */
3050 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 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);
3056 } 2794 }
3057 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3058 { 2797 {
3059 /* deplete a stat */ 2798 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3061 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3062 2801 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2802 {
3066 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3068 } 2805
3069 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 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)
3076 { 2812 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2813 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2815 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2816 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2817 else
3111 if (this_stat >= -50)
3112 { 2818 {
3113 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 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"); */
3118 } 2824 }
3119 } 2825 }
3120 } 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 }
3121 } 2845 }
2846 }
2847 }
3122 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2849 if (!lost_a_stat)
3124 { 2850 {
3125 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3128 2854
3129 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3130 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);
3131 else 2857 else
3132 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.");
3133 } 2859 }
3134#else 2860#else
3135 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.");
3136#endif 2862#endif
3137 2863
3138 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2865 * exp loss on the stone.
3140 */ 2866 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2869 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf; 2873 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2876
3151 /**************************************/ 2877 /**************************************/
3152 /* */ 2878 /* */
3153 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3156 /* */ 2882 /* */
3157 /**************************************/ 2883 /**************************************/
3158 2884
3159 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2886 /* restore player */
3161 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3163 2889
3164 if (tmp) 2890 if (tmp)
3165 { 2891 {
3166 tmp->destroy (); 2892 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2894 }
3169 2895
3170 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2898 if (tmp)
3173 { 2899 {
3174 tmp->destroy (); 2900 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2902 }
3177 2903
3178 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3179 2905
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3183 op->stats.food = 900; 2909 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2913
3188 /* 2914 /*
3189 * 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
3190 * 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
3191 * in the map. 2917 * in the map.
3192 */ 2918 */
3193 2919
3194 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3196 2922
3197 /****************************************/ 2923 /****************************************/
3198 /* */ 2924 /* */
3199 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3201 /* */ 2927 /* */
3202 /****************************************/ 2928 /****************************************/
3203 2929
3204 enter_player_savebed (op); 2930 enter_player_savebed (op);
3205 2931
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2932 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2933
3212 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2937 * on the space that might harm the player.
3216 */ 2938 */
3217 will_kill_again = 0; 2939 will_kill_again = 0;
3218 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)
3219 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3221 2943
3222 if (will_kill_again) 2944 if (will_kill_again)
3223 { 2945 {
3224 object *force; 2946 object *force;
3225 int at; 2947 int at;
3226 2948
3227 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2951 force->speed = 0.1;
3230 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2956 force->resist[at] = 100;
3235 2957
3236 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3237 fix_player (op); 2959 op->update_stats ();
3238 2960
3239 } 2961 }
3240 2962
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2964}
3310
3311 2965
3312void 2966void
3313loot_object (object *op) 2967loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3316 2970
3317 if (op->container) 2971 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2972
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3323 { 2974 {
3324 next = tmp->below; 2975 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3326 continue; 2978 continue;
2979
3327 tmp->remove (); 2980 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3329 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2985
3332 }
3333 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))))
3334 { 2987 {
3335 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3336 { 2989 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2991 tmp2->destroy ();
3349/* 3002/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3351 * 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
3352 * was changed. 3005 * was changed.
3353 */ 3006 */
3354
3355void 3007void
3356fix_weight (void) 3008fix_weight (void)
3357{ 3009{
3358 player *pl; 3010 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3011 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3013
3364 if (old == sum) 3014 if (old == sum)
3365 continue; 3015 continue;
3366 fix_player (pl->ob); 3016 pl->ob->update_stats ();
3367 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);
3368 } 3018 }
3369} 3019}
3370 3020
3371void 3021void
3372fix_luck (void) 3022fix_luck (void)
3373{ 3023{
3374 player *pl; 3024 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3025 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3026 pl->ob->change_luck (0);
3379} 3027}
3380
3381 3028
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3385 */ 3032 */
3386
3387void 3033void
3388cast_dust (object *op, object *throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3389{ 3035{
3390 object *skop, *spob; 3036 object *skop, *spob;
3391 3037
3431} 3077}
3432 3078
3433int 3079int
3434is_true_undead (object *op) 3080is_true_undead (object *op)
3435{ 3081{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3083 return 1;
3440 3084
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3085 return 0;
3447} 3086}
3448 3087
3449/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3506 3145
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3147
3509 /* 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! */
3510 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3513 { 3151 {
3514 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!");
3515 make_visible (op); 3153 make_visible (op);
3516 return; 3154 return;
3517 } 3155 }
3518 else 3156 else
3519 num += 20; 3157 num += 20;
3520 } 3158
3521 num += op->map->difficulty; 3159 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3161 num -= hide;
3162
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3164 {
3526 make_visible (op); 3165 make_visible (op);
3527 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3528 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!");
3529 } 3168 }
3530 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3531 {
3532 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);
3533 }
3534} 3171}
3535 3172
3536/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3537 3174
3538int 3175int
3565 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3566 continue; 3203 continue;
3567 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)))
3568 continue; 3205 continue;
3569 3206
3570 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)
3571 { 3208 {
3572 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))
3573 return 1; 3210 return 1;
3574 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3575 { 3212 {
3605 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3606 { 3243 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3245 return -1;
3609 } 3246 }
3247
3610 if (!pl || !op) 3248 if (!pl || !op)
3611 return 0; 3249 return 0;
3612 3250
3613 if (op->head)
3614 {
3615 op = op->head; 3251 op = op->head_ ();
3616 } 3252
3617 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3618 3254
3619 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3256 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3629 3265
3630 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3631 * 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
3632 * for any meaningful values. 3268 * for any meaningful values.
3633 */ 3269 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !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)])
3637 return 1; 3273 return 1;
3638 op = op->more; 3274 op = op->more;
3639 } 3275 }
3640 return 0; 3276 return 0;
3641} 3277}
3751 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3752 return; 3388 return;
3753 3389
3754 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++);
3755 3391
3756 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3757 { 3393 {
3758 /* 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]); */
3759 return; 3395 return;
3760 } 3396 }
3761 3397
3827 { 3463 {
3828 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3465 object *skin;
3830 3466
3831 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 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
3833 if (skin == NULL) 3472 if (!skin)
3834 return; 3473 return;
3835 3474
3836 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3477 {
3883 * not readied. 3522 * not readied.
3884 */ 3523 */
3885void 3524void
3886player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3887{ 3526{
3888 rangetype i;
3889
3890 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))
3891 {
3892 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3893 { 3529 {
3894 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3895 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3898 }
3899 } 3533 }
3900 }
3901} 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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