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Comparing deliantra/server/server/player.C (file contents):
Revision 1.46 by root, Mon Dec 18 04:07:31 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];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 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;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 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
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
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;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
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
307/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
309 * mode. 358 * mode.
310 */ 359 */
311 360player *
312int 361player::create ()
313add_player (client *ns)
314{ 362{
315 player *p = new player; 363 player *pl = new player;
316 364
317 p->socket = ns; 365 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 366
320 p->next = first_player; 367 pl->ob->roll_stats ();
321 first_player = p; 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
322 370
323 p = get_player (p);
324
325 set_first_map (p->ob); 371 set_first_map (pl->ob);
326 372
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 373 return pl;
335} 374}
336 375
337/* 376/*
338 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
364 403
365object * 404object *
366get_nearest_player (object *mon) 405get_nearest_player (object *mon)
367{ 406{
368 object *op = NULL; 407 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 408 objectlink *ol;
371 unsigned lastdist; 409 unsigned lastdist;
372 rv_vector rv; 410 rv_vector rv;
373 411
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 413 {
376 /* 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
377 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 421 object *tmp = ol->ob;
384 422
385 /* 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
386 * itself will have been cleared. 424 * itself will have been cleared.
387 */ 425 */
388 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 ());
389 ol = ol->next; 428 ol = ol->next;
390 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
391 if (!ol) 430 if (!ol)
392 return op; 431 return op;
393 } 432 }
406 { 445 {
407 op = ol->ob; 446 op = ol->ob;
408 lastdist = rv.distance; 447 lastdist = rv.distance;
409 } 448 }
410 } 449 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 450
412 { 451 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
417 { 454 {
418 op = pl->ob; 455 op = pl->ob;
419 lastdist = rv.distance; 456 lastdist = rv.distance;
420 } 457 }
421 } 458
422 }
423#if 0 459#if 0
424 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)");
425#endif 461#endif
426 return op; 462 return op;
427} 463}
445 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
446 * 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
447 * is probably not a good thing. 483 * is probably not a good thing.
448 */ 484 */
449#define MAX_SPACES 50 485#define MAX_SPACES 50
450
451 486
452/* 487/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * 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
455 * 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
486 x = mon->x; 521 x = mon->x;
487 y = mon->y; 522 y = mon->y;
488 m = mon->map; 523 m = mon->map;
489 dir = rv.direction; 524 dir = rv.direction;
490 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 */
491 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
492 /* 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. */
493 if (diff > max) 529 if (diff > max)
494 return 0; 530 return 0;
531
495 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
496 { 533 {
497 lastx = x; 534 lastx = x;
498 lasty = y; 535 lasty = y;
499 lastmap = m; 536 lastmap = m;
581 max--; 618 max--;
582 lastdir = dir; 619 lastdir = dir;
583 if (!firstdir) 620 if (!firstdir)
584 firstdir = dir; 621 firstdir = dir;
585 } 622 }
623
586 if (diff <= 1) 624 if (diff <= 1)
587 { 625 {
588 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 627 * headed toward player for entire distance.
590 */ 628 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 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));
593 } 631 }
632
594 if (diff > max) 633 if (diff > max)
595 return 0; 634 return 0;
596 } 635 }
636
597 /* 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 */
598 if (!max) 638 if (!max)
599 return 0; 639 return 0;
600 640
601 return firstdir; 641 return firstdir;
694 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
695 link_player_skills (pl); 735 link_player_skills (pl);
696} 736}
697 737
698void 738void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
783{ 740{
784 if (party == NULL) 741 if (party == NULL)
785 { 742 {
786 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);
787 return; 744 return;
788 } 745 }
746
789 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
792 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:");
793} 751}
794
795 752
796/* 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. */
797int 754static int
798roll_stat (void) 755roll_stat (void)
799{ 756{
800 int a[4], i, j, k; 757 int a[4], i, j, k;
801 758
802 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
804 761
805 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 763 if (a[i] < k)
807 k = a[i], j = i; 764 k = a[i], j = i;
808 765
809 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 767 if (i != j)
812 k += a[i]; 768 k += a[i];
813 } 769
814 return k; 770 return k;
815} 771}
816 772
817void 773void
818roll_stats (object *op) 774object::roll_stats ()
819{ 775{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 776 int statsort [7];
823 777
824 do 778 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 779 {
835 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
836 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
837 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 790
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
870 798
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 799 stats.exp = 0;
882 op->stats.ac = 0; 800 stats.ac = 0;
883 801
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
893} 814}
894 815
895void 816void
896Roll_Again (object *op) 817object::swap_stats (int a, int b)
897{ 818{
898 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[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);
901}
902 822
903void 823 stats.Str = contr->orig_stats.Str;
904Swap_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)
905{ 855{
906 signed char tmp;
907 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
908 857
909 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 862}
1024 863
1025/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1029 * not the class. 868 * not the class.
1030 */ 869 */
1031
1032int 870int
1033key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1034{ 872{
1035 int tmp_loop; 873 int tmp_loop;
1036 874
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1044 { 876 {
1045 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1046 878
1047 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1053 885
1054 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1056 888
1057 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1058 890
1059 if (op->msg) 891 if (op->msg)
1060 op->msg = NULL; 892 op->msg = NULL;
1061 893
1062 /* 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
1063 * to save here. 895 * to save here.
1064 */ 896 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf); 898 make_path_to_file (buf);
1067 899
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 900 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 903 link_player_skills (op);
1075 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1076 fix_player (op); 905 op->update_stats ();
1077 906
1078 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1079 * is one for this race 908 * is one for this race
1080 */ 909 */
1081 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1082 { 911 {
1083 object *tmp; 912 object *tmp;
1084 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1085 914
1086 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);
1087 tmp = object::create (); 916 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1091 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;
1092 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1093 * default initial map */ 922 * default initial map */
1094 tmp->destroy (); 923 tmp->destroy ();
1095 } 924 }
1096 else 925 else
1107 while (!tmp_loop) 936 while (!tmp_loop)
1108 { 937 {
1109 shstr name = op->name; 938 shstr name = op->name;
1110 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1111 940
1112 remove_statbonus (op); 941 op->remove_statbonus ();
1113 op->remove (); 942 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1116 op->instantiate (); 945 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1119 op->x = x; 948 op->x = x;
1120 op->y = y; 949 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 953 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1126 } 955 }
1127 956
1128 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 959 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 962 op->stats.grace = 0;
1134 963
1135 if (op->msg) 964 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 966
1138 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");
1139 return 0; 968 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 969}
1190 970
1191void 971void
1192flee_player (object *op) 972flee_player (object *op)
1193{ 973{
1223 { 1003 {
1224 op->enemy = NULL; 1004 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1006 return;
1227 } 1007 }
1008
1228 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1229 1010
1230 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1232 { 1013 {
1233 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1234 1015
1235 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)))
1236 {
1237 return; 1017 return;
1238 }
1239 } 1018 }
1019
1240 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1022 op->enemy = NULL;
1243} 1023}
1244 1024
1250int 1030int
1251check_pick (object *op) 1031check_pick (object *op)
1252{ 1032{
1253 object *tmp, *next; 1033 object *tmp, *next;
1254 int stop = 0; 1034 int stop = 0;
1255 int j, k, wvratio; 1035 int wvratio;
1256 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1257 1037
1258 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1260 return 1; 1040 return 1;
1261 1041
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &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))));
1332 else 1112 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &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
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1117 }
1118
1366 /* philosophy: 1119 /* philosophy:
1367 * 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
1368 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1370 * 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
1371 * example. 1124 * example.
1372 * 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
1373 * 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
1374 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1378 * found object is returned.
1626 */ 1379 */
1627object * 1380object *
1628find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1629{ 1382{
1630 object *tmp = NULL; 1383 object *tmp = 0;
1631 1384
1632 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1633 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))
1634 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1636 return op; 1389 return op;
1390
1637 return tmp; 1391 return tmp;
1638} 1392}
1639 1393
1640/* 1394/*
1641 * 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
1642 * 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
1643 * 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
1644 * 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.
1645 */ 1399 */
1646
1647object * 1400object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1402{
1650 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1800 if (!dir) 1553 if (!dir)
1801 { 1554 {
1802 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!");
1803 return 0; 1556 return 0;
1804 } 1557 }
1558
1805 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1806 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1807 else 1561 else
1808 { 1562 {
1809 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1817 { 1571 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1573 return 0;
1820 } 1574 }
1821 } 1575 }
1576
1822 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1823 { 1578 {
1824 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);
1825 return 0; 1580 return 0;
1826 } 1581 }
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 1584
1830 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1833 if (bowspeed < 1) 1589 if (bowspeed < 1)
1834 bowspeed = 1; 1590 bowspeed = 1;
1835 1591
1836 if (arrow == NULL) 1592 if (arrow == NULL)
1837 { 1593 {
1843 else 1599 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1845 return 0; 1601 return 0;
1846 } 1602 }
1847 } 1603 }
1604
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1607 return 0;
1852 } 1608
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1610 {
1855 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.");
1856 return 0; 1612 return 0;
1857 } 1613 }
1863 return 0; 1619 return 0;
1864 } 1620 }
1865 1621
1866 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1624 if (!arrow)
1869 { 1625 {
1870 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);
1871 return 0; 1627 return 0;
1872 } 1628 }
1629
1873 arrow->set_owner (op); 1630 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1632 arrow->direction = dir;
1877 arrow->x = sx;
1878 arrow->y = sy;
1879 1633
1880 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1881 { 1635 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op); 1637 op->update_stats ();
1884 } 1638 }
1885 1639
1886 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1898 1652
1899 /* update the speed */ 1653 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 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;
1902 1656
1903 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1907 1659
1908 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1909 { 1661 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1920 } 1672 }
1921 1673
1922 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1923 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1924 1676
1925 if (bow->slaying != NULL) 1677 if (bow->slaying)
1926 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1927 1679
1928 arrow->map = m;
1929 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1682
1932 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);
1933 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1934 1685
1935 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1687 move_arrow (arrow);
1937 1688
1938 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1964 } 1715 }
1965 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)
1966 { 1717 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1719 wcmod = -1;
1720
1969 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);
1970 } 1722 }
1971 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1972 { 1724 {
1973 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);
2043 1795
2044 if (item->arch) 1796 if (item->arch)
2045 { 1797 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2048 item->speed = 0; 1800 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1801 }
1802
2051 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1805 }
2054 } 1806 }
2055 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1808 drain_rod_charge (item);
2058 }
2059 } 1809 }
2060} 1810}
2061 1811
2062/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2063 */ 1813 */
2102 { 1852 {
2103 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2104 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.");
2105 return; 1855 return;
2106 } 1856 }
1857
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return; 1859 return;
2109 case range_builder: 1860 case range_builder:
2110 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2111 return; 1862 return;
2112 default: 1863 default:
2113 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2114 return; 1865 return;
2115 } 1866 }
2116} 1867}
2117
2118
2119 1868
2120/* find_key 1869/* find_key
2121 * 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
2122 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2123 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2125 * pl is the player, 1874 * pl is the player,
2126 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2127 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2128 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2129 */ 1878 */
2130
2131object * 1879object *
2132find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2133{ 1881{
2134 object *tmp, *key; 1882 object *tmp, *key;
2135 1883
2136 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2137 if (container->inv == NULL) 1885 if (!container->inv)
2138 return NULL; 1886 return 0;
2139 1887
2140 /* 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 */
2141 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2142 { 1890 {
2143 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2144 break; 1892 break;
2145 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2146 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2147 */ 1895 */
2148 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2149 break; 1897 break;
2150 } 1898 }
1899
2151 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2152 /* 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.
2153 * 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
2154 * a key, return 1903 * a key, return
2155 */ 1904 */
2156 if (!tmp) 1905 if (!tmp)
2157 { 1906 {
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1908 {
2160 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2161 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2162 { 1911 {
2163 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2164 return key; 1913 return key;
2165 } 1914 }
2166 } 1915 }
1916
2167 if (!tmp) 1917 if (!tmp)
2168 return NULL; 1918 return NULL;
2169 } 1919 }
1920
2170 /* 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,
2171 * see if we actually want to use it 1922 * see if we actually want to use it
2172 */ 1923 */
2173 if (pl != container) 1924 if (pl != container)
2174 { 1925 {
2195 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2196 "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));
2197 return NULL; 1948 return NULL;
2198 } 1949 }
2199 } 1950 }
1951
2200 return tmp; 1952 return tmp;
2201} 1953}
2202 1954
2203/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2204 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2206 * 0 otherwise 1958 * 0 otherwise
2207 */ 1959 */
2208static int 1960static int
2209player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2210{ 1962{
2211
2212 /* 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,
2213 * 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 -
2214 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2215 */ 1966 */
2216 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2223 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);
2224 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2225 make_visible (op); 1976 make_visible (op);
2226 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2228 if (door->type == DOOR) 1980 if (door->type == DOOR)
2229 {
2230 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 */
2231 }
2232 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2233 { 1983 {
2234 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));
2235 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2236 } 1986 }
1987
2237 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2238 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2239 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2240 if (container != op) 1991 if (container != op)
2241 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2242 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2243 } 1995 }
2244 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2245 { 1997 {
2246 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2247 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2248 return 1; 2000 return 1;
2249 } 2001 }
2002
2250 return 0; 2003 return 0;
2251} 2004}
2252 2005
2253/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2254 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2258 */ 2011 */
2259
2260void 2012void
2261move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2262{ 2014{
2263 object *tmp, *mon; 2015 object *tmp, *mon;
2264 sint16 nx, ny; 2016 sint16 nx, ny;
2266 maptile *m; 2018 maptile *m;
2267 2019
2268 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2270 2022
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2272 2024
2273 /* 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
2274 * 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
2275 * 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
2276 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2281 */ 2033 */
2282 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))
2283 { 2035 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 { 2037 {
2286 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2287 if (!m) 2039 if (!m)
2288 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2289 } 2041 }
2290 else 2042 else
2291 m = op->map; 2043 m = op->map;
2292 2044
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return; 2046 return;
2297 }
2298 2047
2299 mon = NULL; 2048 mon = 0;
2300 /* 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
2301 * 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.
2302 * 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
2303 * on the space 2052 * on the space
2304 */ 2053 */
2305 while (tmp != NULL) 2054 while (tmp)
2306 { 2055 {
2307 if (tmp == op) 2056 if (tmp == op)
2308 { 2057 {
2309 tmp = tmp->above; 2058 tmp = tmp->above;
2310 continue; 2059 continue;
2320 mon = tmp; 2069 mon = tmp;
2321 2070
2322 tmp = tmp->above; 2071 tmp = tmp->above;
2323 } 2072 }
2324 2073
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2075 return; /* into a wall */
2327 2076
2328 if (mon->head != NULL) 2077 if (mon->head)
2329 mon = mon->head; 2078 mon = mon->head;
2330 2079
2331 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))
2332 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2333 return; 2082 return;
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2105 {
2357 /* 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 */
2358 if (op->contr->braced) 2107 if (op->contr->braced)
2359 return; 2108 return;
2109
2360 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);
2361 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2113 make_visible (op);
2114
2364 return; 2115 return;
2365 } 2116 }
2366 2117
2367 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2370 * attack them either. 2121 * attack them either.
2371 */ 2122 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2373 (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)) && (
2374#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2375 (op->contr->peaceful 2126 (op->contr->peaceful
2376 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2377 && mon->contr-> 2128 && mon->contr->
2378 peaceful)) && 2129 peaceful)) &&
2379#else 2130#else
2380 op->contr->peaceful && 2131 op->contr->peaceful &&
2381#endif 2132#endif
2382 !on_battleground)) 2133 !on_battleground))
2383 { 2134 {
2384 if (!op->contr->braced) 2135 if (!op->contr->braced)
2385 { 2136 {
2386 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);
2387 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2388 } 2139 }
2389 else 2140 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2142
2393 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2144 make_visible (op);
2395 } 2145 }
2396 2146
2397 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2408 * 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
2409 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2410 * 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
2411 * 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.
2412 */ 2162 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((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)))
2416 { 2165 {
2417 2166
2418 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2426 2175
2427 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 */
2428 } 2177 }
2429 2178
2430 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2431 2180
2432 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2184 * the wiz.
2437 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))
2438 { 2187 {
2439 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2440 2189
2441 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2444 } 2193 }
2194
2445 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2446 make_visible (op); 2196 make_visible (op);
2447 } 2197 }
2448 } /* if player should attack something */ 2198 } /* if player should attack something */
2449} 2199}
2451int 2201int
2452move_player (object *op, int dir) 2202move_player (object *op, int dir)
2453{ 2203{
2454 int pick; 2204 int pick;
2455 2205
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2207 return 0;
2458 2208
2459 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2461 { 2211 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2213 return 0;
2464 } 2214 }
2465 2215
2466 /* peterm: added following line */ 2216 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2469 2219
2470 op->facing = dir; 2220 op->facing = dir;
2471 2221
2472 if (op->hide) 2222 if (op->hide)
2473 do_hidden_move (op); 2223 do_hidden_move (op);
2484 2234
2485 /* 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
2486 * server can handle repeat firing. 2236 * server can handle repeat firing.
2487 */ 2237 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2239 op->direction = dir;
2491 }
2492 else 2240 else
2493 {
2494 op->direction = 0; 2241 op->direction = 0;
2495 } 2242
2496 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2245 * for players.
2499 */ 2246 */
2500 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2552 2299
2553 /* 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
2554 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2302 * called, so we recheck it here.
2556 */ 2303 */
2557 op->contr->socket->handle_command (); 2304 if (op->contr->ns->handle_command ())
2305 return 1;
2306
2558 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2559 return 0; 2308 {
2560
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 { 2310 {
2563 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2564 op->speed_left--; 2312 op->speed_left--;
2565 2313
2566 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2567 * 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
2568 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2569 */ 2317 */
2570 move_player (op, op->direction); 2318 move_player (op, op->direction);
2571 if (op->speed_left > 0) 2319
2572 return 1; 2320 return op->speed_left > 0;
2573 else 2321 }
2574 return 0;
2575 } 2322 }
2576 2323
2577 return 0; 2324 return 0;
2578} 2325}
2579 2326
2599 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2600 2347
2601 if (op->stats.food < 0) 2348 if (op->stats.food < 0)
2602 op->stats.food = 999; 2349 op->stats.food = 999;
2603 2350
2604 fix_player (op); 2351 op->update_stats ();
2605 return 1; 2352 return 1;
2606 } 2353 }
2607 2354
2608 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2609 CLEAR_FLAG (op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 * from. 2364 * from.
2618 */ 2365 */
2619void 2366void
2620remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2621{ 2368{
2622 object *next;
2623
2624 while (op) 2369 while (op)
2625 { 2370 {
2626 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' */
2627 * we remove object 'op' 2372
2628 */
2629 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2630 { 2374 {
2631 op->remove ();
2632 op->x = env->x;
2633 op->y = env->y;
2634 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2635 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2636 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2637 } 2379 }
2638 else if (op->inv) 2380 else if (op->inv)
2639 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2640 2382
2641 op = next; 2383 op = next;
2642 } 2384 }
2643} 2385}
2644
2645 2386
2646/* 2387/*
2647 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2648 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2649 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2425 strcat (buf2, buf);
2685 2426
2686 return buf2; 2427 return buf2;
2687} 2428}
2688
2689
2690 2429
2691void 2430void
2692do_some_living (object *op) 2431do_some_living (object *op)
2693{ 2432{
2694 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2703 const int max_grace = 1; 2442 const int max_grace = 1;
2704 2443
2705 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2706 { 2445 {
2707 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2708 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)
2709 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2710 } 2449 }
2711 2450
2712 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2713 { 2452 {
2714
2715 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2716 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2717 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2718 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2719 else 2457 else
2720 { 2458 {
2721 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2722 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2723 } 2461 }
2462
2724 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2725 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2726 else 2465 else
2727 { 2466 {
2728 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2729 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2730 } 2469 }
2470
2731 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2732 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2733 else 2473 else
2734 { 2474 {
2735 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2751 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2752 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))
2753 op->stats.food = last_food; 2493 op->stats.food = last_food;
2754 } 2494 }
2755 } 2495 }
2496
2756 if (max_sp > 1) 2497 if (max_sp > 1)
2757 { 2498 {
2758 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2759 if (over_sp > 0) 2500 if (over_sp > 0)
2760 { 2501 {
2761 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2762 { 2503 {
2763 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2764 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))
2765 op->stats.sp--; 2507 op->stats.sp--;
2508
2766 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2767 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2768 } 2511 }
2769 op->last_sp = 0; 2512 op->last_sp = 0;
2770 } 2513 }
2771 else 2514 else
2772 {
2773 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);
2774 }
2775 } 2516 }
2776 else 2517 else
2777 {
2778 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);
2779 }
2780 } 2519 }
2781 2520
2782 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2783 /* 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. */
2784 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2785 { 2524 {
2786 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2787 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2788 if (max_grace > 1) 2528 if (max_grace > 1)
2789 { 2529 {
2790 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2791 if (over_grace > 0) 2531 if (over_grace > 0)
2792 { 2532 {
2820 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2821 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))
2822 op->stats.food = last_food; 2562 op->stats.food = last_food;
2823 } 2563 }
2824 } 2564 }
2565
2825 if (max_hp > 1) 2566 if (max_hp > 1)
2826 { 2567 {
2827 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2828 if (over_hp > 0) 2569 if (over_hp > 0)
2829 { 2570 {
2853 2594
2854 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2855 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);
2856 else 2597 else
2857 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2858 /* dms do not consume food */ 2600 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 op->stats.food--; 2602 op->stats.food--;
2861 } 2603 }
2862 }
2863 2604
2864 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2865 { 2606 {
2866 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2867 2608
2868 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2869 { 2610 {
2870 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2871 {
2872 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2873 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2874 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.");
2875 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2876 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2877 break; 2618 break;
2878 } 2619 }
2879 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2880 flesh = tmp; 2621 flesh = tmp;
2881 } /* End if paid for object */ 2622 } /* End if paid for object */
2882 } /* end of for loop */ 2623 } /* end of for loop */
2624
2883 /* 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
2884 * eat flesh instead. 2626 * eat flesh instead.
2885 */ 2627 */
2886 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2887 { 2629 {
2888 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.");
2889 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2890 } 2632 }
2891 } /* end if player is starving */ 2633 }
2892 2634
2893 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2894 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2895 2637
2896 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))
2897 kill_player (op); 2639 kill_player (op);
2640 }
2898} 2641}
2899
2900
2901 2642
2902/* 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.
2903 * 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
2904 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2905 * file. 2646 * file.
2935 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!");
2936 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...");
2937 2678
2938 /* restore player */ 2679 /* restore player */
2939 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2940 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2682 {
2943 tmp->destroy (); 2683 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2945 } 2685 }
2946 2686
2947 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2948 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2689 {
2951 tmp->destroy (); 2690 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2953 } 2692 }
2954 2693
2956 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2957 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2958 op->stats.food = 999; 2697 op->stats.food = 999;
2959 2698
2960 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2961 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2962 if (tmp != NULL)
2963 { 2701 {
2964 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2965 tmp->name = buf; 2703 tmp->name = buf;
2966 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2967 " 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",
2968 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2969 tmp->msg = buf; 2707 tmp->msg = buf;
2970 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2971 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2972 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2973 insert_ob_in_map (tmp, op->map, op, 0);
2974 } 2711 }
2975 2712
2976 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2977 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2978 op->contr->braced = 0; 2715 op->contr->braced = 0;
2983 2720
2984 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2985 2722
2986 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2987 { 2724 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.food = 999;
2993 return;
2994 }
2995 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2996 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2997 } 2727 }
2998 else 2728 else
2999 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.hp = op->stats.maxhp;
3005 return;
3006 }
3007 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3008 } 2730
3009 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3010 2732
3011 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3012 x = op->x; 2734 x = op->x;
3013 y = op->y; 2735 y = op->y;
3014 map = op->map; 2736 map = op->map;
3015 2737
3016
3017 if (settings.not_permadeth == TRUE)
3018 {
3019 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3020 * 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.
3021 * 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.
3022 */ 2741 */
3023 2742
3024 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3025 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3026 * of death. 2745 * of death.
3027 */ 2746 */
3028#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3029 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3030 { 2749 {
3031 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3032 /* 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
3033 more if they do. */ 2752 more if they do. */
3034 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3035 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3036 little bit harder. */ 2755 little bit harder. */
3037 /* GD */ 2756 /* GD */
3038 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3039 num_stats_lose = 1; 2758 num_stats_lose = 1;
3040 else
3041 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 }
3043 else 2759 else
3044 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3045 num_stats_lose = 1; 2763 num_stats_lose = 1;
3046 } 2764
3047 lost_a_stat = 0; 2765 lost_a_stat = 0;
3048 2766
3049 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3050 { 2768 {
3051 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3052 2770
3053 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3054 { 2772 {
3055 /* 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
3056 * what he lost. 2774 * what he lost.
3057 */ 2775 */
3058 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3059 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3060 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3061 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3062 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3063 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);
3064 } 2794 }
3065 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3066 { 2797 {
3067 /* deplete a stat */ 2798 /* GD */
3068 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3069 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3070 2801 if (this_stat < 0)
3071 dep = present_arch_in_ob (deparch, op);
3072 if (!dep)
3073 { 2802 {
3074 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3075 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3076 } 2805
3077 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3078 if (settings.balanced_stat_loss)
3079 {
3080 /* GD */
3081 /* Get the stat that we're about to deplete. */
3082 this_stat = get_attr_value (&(dep->stats), i);
3083 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)
3084 { 2812 {
3085 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3086 int keep_chance = this_stat * this_stat;
3087
3088 /* Yes, I am paranoid. Sue me. */
3089 if (keep_chance < 1)
3090 keep_chance = 1;
3091
3092 /* There is a maximum depletion total per level. */
3093 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 {
3095 lose_this_stat = 0; 2813 lose_this_stat = 0;
3096 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3097 retain the stat. */ 2815 retain the stat. */
3098 }
3099 else
3100 {
3101 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3102 lose_this_stat = 0;
3103 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3104 this_stat, keep_chance, loss_chance,
3105 lose_this_stat?"LOSE":"KEEP"); */
3106 }
3107 } 2816 }
3108 }
3109
3110 if (lose_this_stat)
3111 {
3112 this_stat = get_attr_value (&(dep->stats), i);
3113 /* We could try to do something clever like find another
3114 * stat to reduce if this fails. But chances are, if
3115 * stats have been depleted to -50, all are pretty low
3116 * and should be roughly the same, so it shouldn't make a
3117 * difference.
3118 */ 2817 else
3119 if (this_stat >= -50)
3120 { 2818 {
3121 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3122 SET_FLAG (dep, FLAG_APPLIED);
3123 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3124 fix_player (op);
3125 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"); */
3126 } 2824 }
3127 } 2825 }
3128 } 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 }
3129 } 2845 }
2846 }
2847 }
3130 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3131 if (!lost_a_stat) 2849 if (!lost_a_stat)
3132 { 2850 {
3133 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3134 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3135 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3136 2854
3137 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3138 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);
3139 else 2857 else
3140 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.");
3141 } 2859 }
3142#else 2860#else
3143 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.");
3144#endif 2862#endif
3145 2863
3146 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3147 * exp loss on the stone. 2865 * exp loss on the stone.
3148 */ 2866 */
3149 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3150 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3151 tmp->name = buf; 2869 tmp->name = buf;
3152 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3153 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3154 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);
3155 tmp->msg = buf; 2873 tmp->msg = buf;
3156 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3157 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3158 2876
3159 /**************************************/ 2877 /**************************************/
3160 /* */ 2878 /* */
3161 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3162 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3163 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3164 /* */ 2882 /* */
3165 /**************************************/ 2883 /**************************************/
3166 2884
3167 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3168 /* restore player */ 2886 /* restore player */
3169 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3170 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3171 2889
3172 if (tmp) 2890 if (tmp)
3173 { 2891 {
3174 tmp->destroy (); 2892 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3176 } 2894 }
3177 2895
3178 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3179 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3180 if (tmp) 2898 if (tmp)
3181 { 2899 {
3182 tmp->destroy (); 2900 tmp->destroy ();
3183 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3184 } 2902 }
3185 2903
3186 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3187 2905
3188 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3189 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3190 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3191 op->stats.food = 900; 2909 op->stats.food = 900;
3192 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3193 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3194 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3195 2913
3196 /* 2914 /*
3197 * 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
3198 * 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
3199 * in the map. 2917 * in the map.
3200 */ 2918 */
3201 2919
3202 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3203 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3204 2922
3205 /****************************************/ 2923 /****************************************/
3206 /* */ 2924 /* */
3207 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3208 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3209 /* */ 2927 /* */
3210 /****************************************/ 2928 /****************************************/
3211 2929
3212 enter_player_savebed (op); 2930 enter_player_savebed (op);
3213 2931
3214 /* Save the player before inserting the force to reduce
3215 * chance of abuse.
3216 */
3217 op->contr->braced = 0; 2932 op->contr->braced = 0;
3218 save_player (op, 1);
3219 2933
3220 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3221 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 2937 * on the space that might harm the player.
3224 */ 2938 */
3225 will_kill_again = 0; 2939 will_kill_again = 0;
3226 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)
3227 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3229 2943
3230 if (will_kill_again) 2944 if (will_kill_again)
3231 { 2945 {
3232 object *force; 2946 object *force;
3233 int at; 2947 int at;
3234 2948
3235 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3236 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3237 force->speed = 0.1; 2951 force->speed = 0.1;
3238 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3239 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3240 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3241 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3242 force->resist[at] = 100; 2956 force->resist[at] = 100;
3243 2957
3244 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3245 fix_player (op); 2959 op->update_stats ();
3246 2960
3247 } 2961 }
3248 2962
3249 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3250 return;
3251 } /* NOT_PERMADETH */
3252 else
3253 {
3254 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3255 * should probably be embedded in an else statement.
3256 */
3257
3258 op->contr->party = NULL;
3259 if (settings.set_title == TRUE)
3260 op->contr->own_title[0] = '\0';
3261 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3262 check_score (op);
3263
3264 if (op->contr->ranges[range_golem])
3265 {
3266 remove_friendly_object (op->contr->ranges[range_golem]);
3267 op->contr->ranges[range_golem]->destroy ();
3268 op->contr->ranges[range_golem] = 0;
3269 }
3270
3271 loot_object (op); /* Remove some of the items for good */
3272 op->remove ();
3273 op->direction = 0;
3274
3275 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3276 {
3277 delete_character (op->name, 0);
3278 if (settings.resurrection == TRUE)
3279 {
3280 /* save playerfile sans equipment when player dies
3281 ** then save it as player.pl.dead so that future resurrection
3282 ** type spells will work on them nicely
3283 */
3284 delete_character (op->name, 0);
3285 op->stats.hp = op->stats.maxhp;
3286 op->stats.food = 999;
3287
3288 /* set the location of where the person will reappear when */
3289 /* maybe resurrection code should fix map also */
3290 strcpy (op->contr->maplevel, settings.emergency_mapname);
3291 if (op->map != NULL)
3292 op->map = NULL;
3293 op->x = settings.emergency_x;
3294 op->y = settings.emergency_y;
3295 save_player (op, 0);
3296 op->map = map;
3297 /* please see resurrection.c: peterm */
3298 dead_player (op);
3299 }
3300 else
3301 delete_character (op->name, 1);
3302 }
3303
3304 play_again (op);
3305
3306 /* peterm: added to create a corpse at deathsite. */
3307 tmp = arch_to_object (archetype::find ("corpse_pl"));
3308 sprintf (buf, "%s", &op->name);
3309 tmp->name = tmp->name_pl = buf;
3310 tmp->level = op->level;
3311 tmp->x = x;
3312 tmp->y = y;
3313 tmp->msg = gravestone_text (op);
3314 SET_FLAG (tmp, FLAG_UNIQUE);
3315 insert_ob_in_map (tmp, map, NULL, 0);
3316 }
3317} 2964}
3318
3319 2965
3320void 2966void
3321loot_object (object *op) 2967loot_object (object *op)
3322{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3323 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3324 2970
3325 if (op->container) 2971 op->close_container (); /* close open sack first */
3326 { /* close open sack first */
3327 esrv_apply_container (op, op->container);
3328 }
3329 2972
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3331 { 2974 {
3332 next = tmp->below; 2975 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3334 continue; 2978 continue;
2979
3335 tmp->remove (); 2980 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3337 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3339 loot_object (tmp); 2985
3340 }
3341 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))))
3342 { 2987 {
3343 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3344 { 2989 {
3345 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3346 tmp2->destroy (); 2991 tmp2->destroy ();
3357/* 3002/*
3358 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3359 * 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
3360 * was changed. 3005 * was changed.
3361 */ 3006 */
3362
3363void 3007void
3364fix_weight (void) 3008fix_weight (void)
3365{ 3009{
3366 player *pl; 3010 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 { 3011 {
3370 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3371 3013
3372 if (old == sum) 3014 if (old == sum)
3373 continue; 3015 continue;
3374 fix_player (pl->ob); 3016 pl->ob->update_stats ();
3375 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);
3376 } 3018 }
3377} 3019}
3378 3020
3379void 3021void
3380fix_luck (void) 3022fix_luck (void)
3381{ 3023{
3382 player *pl; 3024 for_all_players (pl)
3383
3384 for (pl = first_player; pl != NULL; pl = pl->next)
3385 if (!pl->ob->contr->state) 3025 if (!pl->ob->contr->ns->state)
3386 change_luck (pl->ob, 0); 3026 pl->ob->change_luck (0);
3387} 3027}
3388
3389 3028
3390/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3391 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3392 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3393 */ 3032 */
3394
3395void 3033void
3396cast_dust (object *op, object *throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3397{ 3035{
3398 object *skop, *spob; 3036 object *skop, *spob;
3399 3037
3439} 3077}
3440 3078
3441int 3079int
3442is_true_undead (object *op) 3080is_true_undead (object *op)
3443{ 3081{
3444 object *tmp = NULL;
3445
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3447 return 1; 3083 return 1;
3448 3084
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3085 return 0;
3455} 3086}
3456 3087
3457/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3514 3145
3515 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3516 3147
3517 /* 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! */
3518 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3519 {
3520 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3521 { 3151 {
3522 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!");
3523 make_visible (op); 3153 make_visible (op);
3524 return; 3154 return;
3525 } 3155 }
3526 else 3156 else
3527 num += 20; 3157 num += 20;
3528 } 3158
3529 num += op->map->difficulty; 3159 num += op->map->difficulty;
3530 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3531 num -= hide; 3161 num -= hide;
3162
3532 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3533 { 3164 {
3534 make_visible (op); 3165 make_visible (op);
3535 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3536 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!");
3537 } 3168 }
3538 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3539 {
3540 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);
3541 }
3542} 3171}
3543 3172
3544/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3545 3174
3546int 3175int
3573 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3574 continue; 3203 continue;
3575 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)))
3576 continue; 3205 continue;
3577 3206
3578 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)
3579 { 3208 {
3580 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))
3581 return 1; 3210 return 1;
3582 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3583 { 3212 {
3613 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3614 { 3243 {
3615 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3616 return -1; 3245 return -1;
3617 } 3246 }
3247
3618 if (!pl || !op) 3248 if (!pl || !op)
3619 return 0; 3249 return 0;
3620 3250
3621 if (op->head)
3622 {
3623 op = op->head; 3251 op = op->head_ ();
3624 } 3252
3625 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3626 3254
3627 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3628 * through the object and find if it has any 3256 * through the object and find if it has any
3629 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3637 3265
3638 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3639 * 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
3640 * for any meaningful values. 3268 * for any meaningful values.
3641 */ 3269 */
3642 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3643 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3644 !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)])
3645 return 1; 3273 return 1;
3646 op = op->more; 3274 op = op->more;
3647 } 3275 }
3648 return 0; 3276 return 0;
3649} 3277}
3759 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3760 return; 3388 return;
3761 3389
3762 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++);
3763 3391
3764 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3765 { 3393 {
3766 /* 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]); */
3767 return; 3395 return;
3768 } 3396 }
3769 3397
3835 { 3463 {
3836 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3837 object *skin; 3465 object *skin;
3838 3466
3839 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 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
3841 if (skin == NULL) 3472 if (!skin)
3842 return; 3473 return;
3843 3474
3844 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3845 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3846 { 3477 {
3891 * not readied. 3522 * not readied.
3892 */ 3523 */
3893void 3524void
3894player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3895{ 3526{
3896 rangetype i;
3897
3898 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))
3899 {
3900 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3901 { 3529 {
3902 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3903 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3904 {
3905 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3906 }
3907 } 3533 }
3908 }
3909} 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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