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Comparing deliantra/server/server/player.C (file contents):
Revision 1.47 by root, Tue Dec 19 04:58:05 2006 UTC vs.
Revision 1.110 by root, Mon Apr 16 06:23:43 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", (char *)"%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 }
180 size += strlen (buf); 144 size += strlen (buf);
181 } 145 }
182 } 146 }
183 147
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", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->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} 151}
296 152
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 = 6; /* Every 2 seconds */
321 outputs_count = 10; /* 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 */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
1049 881
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 883 if (tl)
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);
2509 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2510 */ 2257 */
2511int 2258int
2512handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2513{ 2260{
2514 if (op->contr->hidden)
2515 {
2516 op->invisible = 1000;
2517 /* the socket code flashes the player visible/invisible
2518 * depending on the value of invisible, so we need to
2519 * alternate it here for it to work correctly.
2520 */
2521 if (pticks & 2)
2522 op->invisible--;
2523 }
2524 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525 {
2526 op->invisible--;
2527 if (!op->invisible)
2528 {
2529 make_visible (op);
2530 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2531 }
2532 }
2533
2534 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2535 { 2262 {
2536 flee_player (op); 2263 flee_player (op);
2537 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2552 2279
2553 /* call this here - we also will call this in do_ericserver, but 2280 /* call this here - we also will call this in do_ericserver, but
2554 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2282 * called, so we recheck it here.
2556 */ 2283 */
2557 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2284 if (op->contr->ns->handle_command ())
2558 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2285 return 1;
2559 ;
2560 2286
2561 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2562 return 0; 2288 {
2563
2564 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2565 { 2290 {
2566 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2567 op->speed_left--; 2292 op->speed_left--;
2568 2293
2569 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2570 * of it. Also, some of the skill stuff is only put in 2295 * of it. Also, some of the skill stuff is only put in
2571 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2572 */ 2297 */
2573 move_player (op, op->direction); 2298 move_player (op, op->direction);
2574 if (op->speed_left > 0) 2299
2575 return 1; 2300 return op->speed_left > 0;
2576 else 2301 }
2577 return 0;
2578 } 2302 }
2579 2303
2580 return 0; 2304 return 0;
2581} 2305}
2582 2306
2602 op->stats.hp = op->stats.maxhp; 2326 op->stats.hp = op->stats.maxhp;
2603 2327
2604 if (op->stats.food < 0) 2328 if (op->stats.food < 0)
2605 op->stats.food = 999; 2329 op->stats.food = 999;
2606 2330
2607 fix_player (op); 2331 op->update_stats ();
2608 return 1; 2332 return 1;
2609 } 2333 }
2610 2334
2611 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2612 CLEAR_FLAG (op, FLAG_LIFESAVE); 2336 CLEAR_FLAG (op, FLAG_LIFESAVE);
2620 * from. 2344 * from.
2621 */ 2345 */
2622void 2346void
2623remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2624{ 2348{
2625 object *next;
2626
2627 while (op) 2349 while (op)
2628 { 2350 {
2629 next = op->below; /* Make sure we have a good value, in case 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2630 * we remove object 'op' 2352
2631 */
2632 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2633 { 2354 {
2634 op->remove ();
2635 op->x = env->x;
2636 op->y = env->y;
2637 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2638 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2639 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2640 } 2359 }
2641 else if (op->inv) 2360 else if (op->inv)
2642 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2643 2362
2644 op = next; 2363 op = next;
2645 } 2364 }
2646} 2365}
2647
2648 2366
2649/* 2367/*
2650 * Returns pointer a static string containing gravestone text 2368 * Returns pointer a static string containing gravestone text
2651 * Moved from apply.c to player.c - player.c is what 2369 * Moved from apply.c to player.c - player.c is what
2652 * actually uses this function. player.c may not be quite the 2370 * actually uses this function. player.c may not be quite the
2686 strncat (buf2, " ", 20 - strlen (buf) / 2); 2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2687 strcat (buf2, buf); 2405 strcat (buf2, buf);
2688 2406
2689 return buf2; 2407 return buf2;
2690} 2408}
2691
2692
2693 2409
2694void 2410void
2695do_some_living (object *op) 2411do_some_living (object *op)
2696{ 2412{
2697 int last_food = op->stats.food; 2413 int last_food = op->stats.food;
2703 int rate_grace = 2000; 2419 int rate_grace = 2000;
2704 const int max_hp = 1; 2420 const int max_hp = 1;
2705 const int max_sp = 1; 2421 const int max_sp = 1;
2706 const int max_grace = 1; 2422 const int max_grace = 1;
2707 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2708 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2709 {
2710 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2711 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2712 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2713 }
2714 2447
2715 if (op->contr->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2716 { 2449 {
2717
2718 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2719 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2720 if (op->contr->gen_hp >= 0) 2452 if (op->contr->gen_hp >= 0)
2721 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2722 else 2454 else
2723 { 2455 {
2724 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2725 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2726 } 2458 }
2459
2727 if (op->contr->gen_sp >= 0) 2460 if (op->contr->gen_sp >= 0)
2728 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2729 else 2462 else
2730 { 2463 {
2731 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2732 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2733 } 2466 }
2467
2734 if (op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2735 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2736 else 2470 else
2737 { 2471 {
2738 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2754 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2755 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2756 op->stats.food = last_food; 2490 op->stats.food = last_food;
2757 } 2491 }
2758 } 2492 }
2493
2759 if (max_sp > 1) 2494 if (max_sp > 1)
2760 { 2495 {
2761 over_sp = (gen_sp + 10) / rate_sp; 2496 over_sp = (gen_sp + 10) / rate_sp;
2762 if (over_sp > 0) 2497 if (over_sp > 0)
2763 { 2498 {
2764 if (op->stats.sp < op->stats.maxsp) 2499 if (op->stats.sp < op->stats.maxsp)
2765 { 2500 {
2766 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2767 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2768 op->stats.sp--; 2504 op->stats.sp--;
2505
2769 if (op->stats.sp > op->stats.maxsp) 2506 if (op->stats.sp > op->stats.maxsp)
2770 op->stats.sp = op->stats.maxsp; 2507 op->stats.sp = op->stats.maxsp;
2771 } 2508 }
2772 op->last_sp = 0; 2509 op->last_sp = 0;
2773 } 2510 }
2774 else 2511 else
2775 {
2776 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2777 }
2778 } 2513 }
2779 else 2514 else
2780 {
2781 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);
2782 }
2783 } 2516 }
2784 2517
2785 /* Regenerate Grace */ 2518 /* Regenerate Grace */
2786 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2787 if (--op->last_grace < 0) 2520 if (--op->last_grace < 0)
2788 { 2521 {
2789 if (op->stats.grace < op->stats.maxgrace / 2) 2522 if (op->stats.grace < op->stats.maxgrace / 2)
2790 op->stats.grace++; /* no penalty in food for regaining grace */ 2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2791 if (max_grace > 1) 2525 if (max_grace > 1)
2792 { 2526 {
2793 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2794 if (over_grace > 0) 2528 if (over_grace > 0)
2795 { 2529 {
2823 op->stats.food += op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2824 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2825 op->stats.food = last_food; 2559 op->stats.food = last_food;
2826 } 2560 }
2827 } 2561 }
2562
2828 if (max_hp > 1) 2563 if (max_hp > 1)
2829 { 2564 {
2830 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2831 if (over_hp > 0) 2566 if (over_hp > 0)
2832 { 2567 {
2856 2591
2857 if (op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2858 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2859 else 2594 else
2860 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2861 /* dms do not consume food */ 2597 /* dms do not consume food */
2862 if (!QUERY_FLAG (op, FLAG_WIZ)) 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2863 op->stats.food--; 2599 op->stats.food--;
2864 } 2600 }
2865 }
2866 2601
2867 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2868 { 2603 {
2869 object *tmp, *flesh = NULL; 2604 object *tmp, *flesh = 0;
2870 2605
2871 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2872 { 2607 {
2873 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874 {
2875 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2876 { 2609 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2877 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2878 manual_apply (op, tmp, 0); 2613 manual_apply (op, tmp, 0);
2879 if (op->stats.food >= 0 || op->stats.hp < 0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2880 break; 2615 break;
2881 } 2616 }
2882 else if (tmp->type == FLESH) 2617 else if (tmp->type == FLESH)
2883 flesh = tmp; 2618 flesh = tmp;
2884 } /* End if paid for object */ 2619 } /* End if paid for object */
2885 } /* end of for loop */ 2620 } /* end of for loop */
2621
2886 /* If player is still starving, it means they don't have any food, so 2622 /* If player is still starving, it means they don't have any food, so
2887 * eat flesh instead. 2623 * eat flesh instead.
2888 */ 2624 */
2889 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2890 { 2626 {
2891 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2892 manual_apply (op, flesh, 0); 2628 manual_apply (op, flesh, 0);
2893 } 2629 }
2894 } /* end if player is starving */ 2630 }
2895 2631
2896 while (op->stats.food < 0 && op->stats.hp > 0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2897 op->stats.food++, op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2898 2634
2899 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2900 kill_player (op); 2636 kill_player (op);
2637 }
2901} 2638}
2902
2903
2904 2639
2905/* If the player should die (lack of hp, food, etc), we call this. 2640/* If the player should die (lack of hp, food, etc), we call this.
2906 * op is the player in jeopardy. If the player can not be saved (not 2641 * op is the player in jeopardy. If the player can not be saved (not
2907 * permadeath, no lifesave), this will take care of removing the player 2642 * permadeath, no lifesave), this will take care of removing the player
2908 * file. 2643 * file.
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2940 2675
2941 /* restore player */ 2676 /* restore player */
2942 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2943 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2944 if (tmp)
2945 { 2679 {
2946 tmp->destroy (); 2680 tmp->destroy ();
2947 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2948 } 2682 }
2949 2683
2950 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2951 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2952 if (tmp)
2953 { 2686 {
2954 tmp->destroy (); 2687 tmp->destroy ();
2955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2956 } 2689 }
2957 2690
2959 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2960 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
2961 op->stats.food = 999; 2694 op->stats.food = 999;
2962 2695
2963 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2964 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2965 if (tmp != NULL)
2966 { 2698 {
2967 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2968 tmp->name = buf; 2700 tmp->name = buf;
2969 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2970 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " the %s, when he was defeated at\n level %d by %s.\n",
2971 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2972 tmp->msg = buf; 2704 tmp->msg = buf;
2973 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2974 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2975 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2976 insert_ob_in_map (tmp, op->map, op, 0);
2977 } 2708 }
2978 2709
2979 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2980 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2981 op->contr->braced = 0; 2712 op->contr->braced = 0;
2986 2717
2987 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2988 2719
2989 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
2990 { 2721 {
2991 if (op->contr->explore)
2992 {
2993 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2994 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2995 op->stats.food = 999;
2996 return;
2997 }
2998 sprintf (buf, "%s starved to death.", &op->name); 2722 sprintf (buf, "%s starved to death.", &op->name);
2999 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
3000 } 2724 }
3001 else 2725 else
3002 {
3003 if (op->contr->explore)
3004 {
3005 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3006 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3007 op->stats.hp = op->stats.maxhp;
3008 return;
3009 }
3010 sprintf (buf, "%s died.", &op->name); 2726 sprintf (buf, "%s died.", &op->name);
3011 } 2727
3012 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3013 2729
3014 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
3015 x = op->x; 2731 x = op->x;
3016 y = op->y; 2732 y = op->y;
3017 map = op->map; 2733 map = op->map;
3018 2734
3019
3020 if (settings.not_permadeth == TRUE)
3021 {
3022 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
3023 * life if they are dead - it takes some exp and a random stat. 2736 * life if they are dead - it takes some exp and a random stat.
3024 * See the config.h file for a little more in depth detail about this. 2737 * See the config.h file for a little more in depth detail about this.
3025 */ 2738 */
3026 2739
3027 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
3028 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
3029 * of death. 2742 * of death.
3030 */ 2743 */
3031#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
3032 if (settings.balanced_stat_loss) 2745 if (settings.balanced_stat_loss)
3033 { 2746 {
3034 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
3035 /* Lower level chars don't lose as many stats because they suffer 2748 /* Lower level chars don't lose as many stats because they suffer
3036 more if they do. */ 2749 more if they do. */
3037 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
3038 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
3039 little bit harder. */ 2752 little bit harder. */
3040 /* GD */ 2753 /* GD */
3041 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3042 num_stats_lose = 1; 2755 num_stats_lose = 1;
3043 else
3044 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3045 }
3046 else 2756 else
3047 { 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
3048 num_stats_lose = 1; 2760 num_stats_lose = 1;
3049 } 2761
3050 lost_a_stat = 0; 2762 lost_a_stat = 0;
3051 2763
3052 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
3053 { 2765 {
3054 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
3055 2767
3056 if (settings.stat_loss_on_death) 2768 if (settings.stat_loss_on_death)
3057 { 2769 {
3058 /* Pick a random stat and take a point off it. Tell the player 2770 /* Pick a random stat and take a point off it. Tell the player
3059 * what he lost. 2771 * what he lost.
3060 */ 2772 */
3061 change_attr_value (&(op->stats), i, -1); 2773 change_attr_value (&(op->stats), i, -1);
3062 check_stat_bounds (&(op->stats)); 2774 check_stat_bounds (&(op->stats));
3063 change_attr_value (&(op->contr->orig_stats), i, -1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
3064 check_stat_bounds (&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
3065 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3066 lost_a_stat = 1; 2778 lost_a_stat = 1;
2779 }
2780 else
2781 {
2782 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion");
2784 object *dep;
2785
2786 dep = present_arch_in_ob (deparch, op);
2787 if (!dep)
2788 {
2789 dep = arch_to_object (deparch);
2790 insert_ob_in_ob (dep, op);
3067 } 2791 }
3068 else 2792 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss)
3069 { 2794 {
3070 /* deplete a stat */ 2795 /* GD */
3071 archetype *deparch = archetype::find ("depletion"); 2796 /* Get the stat that we're about to deplete. */
3072 object *dep; 2797 this_stat = get_attr_value (&(dep->stats), i);
3073 2798 if (this_stat < 0)
3074 dep = present_arch_in_ob (deparch, op);
3075 if (!dep)
3076 { 2799 {
3077 dep = arch_to_object (deparch); 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 insert_ob_in_ob (dep, op); 2801 int keep_chance = this_stat * this_stat;
3079 } 2802
3080 lose_this_stat = 1; 2803 /* Yes, I am paranoid. Sue me. */
3081 if (settings.balanced_stat_loss)
3082 {
3083 /* GD */
3084 /* Get the stat that we're about to deplete. */
3085 this_stat = get_attr_value (&(dep->stats), i);
3086 if (this_stat < 0) 2804 if (keep_chance < 1)
2805 keep_chance = 1;
2806
2807 /* There is a maximum depletion total per level. */
2808 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 { 2809 {
3088 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3089 int keep_chance = this_stat * this_stat;
3090
3091 /* Yes, I am paranoid. Sue me. */
3092 if (keep_chance < 1)
3093 keep_chance = 1;
3094
3095 /* There is a maximum depletion total per level. */
3096 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 {
3098 lose_this_stat = 0; 2810 lose_this_stat = 0;
3099 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
3100 retain the stat. */ 2812 retain the stat. */
3101 }
3102 else
3103 {
3104 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3105 lose_this_stat = 0;
3106 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3107 this_stat, keep_chance, loss_chance,
3108 lose_this_stat?"LOSE":"KEEP"); */
3109 }
3110 } 2813 }
3111 }
3112
3113 if (lose_this_stat)
3114 {
3115 this_stat = get_attr_value (&(dep->stats), i);
3116 /* We could try to do something clever like find another
3117 * stat to reduce if this fails. But chances are, if
3118 * stats have been depleted to -50, all are pretty low
3119 * and should be roughly the same, so it shouldn't make a
3120 * difference.
3121 */ 2814 else
3122 if (this_stat >= -50)
3123 { 2815 {
3124 change_attr_value (&(dep->stats), i, -1); 2816 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3125 SET_FLAG (dep, FLAG_APPLIED);
3126 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3127 fix_player (op);
3128 lost_a_stat = 1; 2817 lose_this_stat = 0;
2818 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819 this_stat, keep_chance, loss_chance,
2820 lose_this_stat?"LOSE":"KEEP"); */
3129 } 2821 }
3130 } 2822 }
3131 } 2823 }
2824
2825 if (lose_this_stat)
2826 {
2827 this_stat = get_attr_value (&(dep->stats), i);
2828 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a
2832 * difference.
2833 */
2834 if (this_stat >= -50)
2835 {
2836 change_attr_value (&(dep->stats), i, -1);
2837 SET_FLAG (dep, FLAG_APPLIED);
2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839 op->update_stats ();
2840 lost_a_stat = 1;
2841 }
3132 } 2842 }
2843 }
2844 }
3133 /* If no stat lost, tell the player. */ 2845 /* If no stat lost, tell the player. */
3134 if (!lost_a_stat) 2846 if (!lost_a_stat)
3135 { 2847 {
3136 /* determine_god() seems to not work sometimes... why is this? 2848 /* determine_god() seems to not work sometimes... why is this?
3137 Should I be using something else? GD */ 2849 Should I be using something else? GD */
3138 const char *god = determine_god (op); 2850 const char *god = determine_god (op);
3139 2851
3140 if (god && (strcmp (god, "none"))) 2852 if (god && (strcmp (god, "none")))
3141 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3142 else 2854 else
3143 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3144 } 2856 }
3145#else 2857#else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3147#endif 2859#endif
3148 2860
3149 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
3150 * exp loss on the stone. 2862 * exp loss on the stone.
3151 */ 2863 */
3152 tmp = arch_to_object (archetype::find ("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
3153 sprintf (buf, "%s's gravestone", &op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
3154 tmp->name = buf; 2866 tmp->name = buf;
3155 sprintf (buf, "%s's gravestones", &op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
3156 tmp->name_pl = buf; 2868 tmp->name_pl = buf;
3157 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); 2869 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);
3158 tmp->msg = buf; 2870 tmp->msg = buf;
3159 tmp->x = op->x, tmp->y = op->y; 2871 tmp->x = op->x, tmp->y = op->y;
3160 insert_ob_in_map (tmp, op->map, NULL, 0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
3161 2873
3162 /**************************************/ 2874 /**************************************/
3163 /* */ 2875 /* */
3164 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
3165 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
3166 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
3167 /* */ 2879 /* */
3168 /**************************************/ 2880 /**************************************/
3169 2881
3170 /* remove any poisoning and confusion the character may be suffering. */ 2882 /* remove any poisoning and confusion the character may be suffering. */
3171 /* restore player */ 2883 /* restore player */
3172 at = archetype::find ("poisoning"); 2884 at = archetype::find ("poisoning");
3173 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
3174 2886
3175 if (tmp) 2887 if (tmp)
3176 { 2888 {
3177 tmp->destroy (); 2889 tmp->destroy ();
3178 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3179 } 2891 }
3180 2892
3181 at = archetype::find ("confusion"); 2893 at = archetype::find ("confusion");
3182 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3183 if (tmp) 2895 if (tmp)
3184 { 2896 {
3185 tmp->destroy (); 2897 tmp->destroy ();
3186 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3187 } 2899 }
3188 2900
3189 cure_disease (op, 0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
3190 2902
3191 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
3192 apply_death_exp_penalty (op); 2904 apply_death_exp_penalty (op);
3193 if (op->stats.food < 100) 2905 if (op->stats.food < 100)
3194 op->stats.food = 900; 2906 op->stats.food = 900;
3195 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
3196 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3197 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3198 2910
3199 /* 2911 /*
3200 * Check to see if the player is in a shop. IF so, then check to see if 2912 * Check to see if the player has any unpaid items. If so, remove them
3201 * the player has any unpaid items. If so, remove them and put them back 2913 * and put them back in the map.
3202 * in the map. 2914 */
3203 */
3204
3205 if (is_in_shop (op))
3206 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3207 2916
3208 /****************************************/ 2917 /****************************************/
3209 /* */ 2918 /* */
3210 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3211 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3212 /* */ 2921 /* */
3213 /****************************************/ 2922 /****************************************/
3214 2923
3215 enter_player_savebed (op); 2924 enter_player_savebed (op);
3216 2925
3217 /* Save the player before inserting the force to reduce
3218 * chance of abuse.
3219 */
3220 op->contr->braced = 0; 2926 op->contr->braced = 0;
3221 save_player (op, 1);
3222 2927
3223 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3224 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3225 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3226 * on the space that might harm the player. 2931 * on the space that might harm the player.
3227 */ 2932 */
3228 will_kill_again = 0; 2933 will_kill_again = 0;
3229 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2934 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3230 if (tmp->type == SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
3231 will_kill_again |= tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
3232 2937
3233 if (will_kill_again) 2938 if (will_kill_again)
3234 { 2939 {
3235 object *force; 2940 object *force;
3236 int at; 2941 int at;
3237 2942
3238 force = get_archetype (FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
3239 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
3240 force->speed = 0.1; 2945 force->speed = 0.1;
3241 force->speed_left = -5.0; 2946 force->speed_left = -5.0;
3242 SET_FLAG (force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
3243 for (at = 0; at < NROFATTACKS; at++) 2948 for (at = 0; at < NROFATTACKS; at++)
3244 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
3245 force->resist[at] = 100; 2950 force->resist[at] = 100;
3246 2951
3247 insert_ob_in_ob (force, op); 2952 insert_ob_in_ob (force, op);
3248 fix_player (op); 2953 op->update_stats ();
3249 2954
3250 } 2955 }
3251 2956
3252 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3253 return;
3254 } /* NOT_PERMADETH */
3255 else
3256 {
3257 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3258 * should probably be embedded in an else statement.
3259 */
3260
3261 op->contr->party = NULL;
3262 if (settings.set_title == TRUE)
3263 op->contr->own_title[0] = '\0';
3264 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3265 check_score (op);
3266
3267 if (op->contr->ranges[range_golem])
3268 {
3269 remove_friendly_object (op->contr->ranges[range_golem]);
3270 op->contr->ranges[range_golem]->destroy ();
3271 op->contr->ranges[range_golem] = 0;
3272 }
3273
3274 loot_object (op); /* Remove some of the items for good */
3275 op->remove ();
3276 op->direction = 0;
3277
3278 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3279 {
3280 delete_character (op->name, 0);
3281 if (settings.resurrection == TRUE)
3282 {
3283 /* save playerfile sans equipment when player dies
3284 ** then save it as player.pl.dead so that future resurrection
3285 ** type spells will work on them nicely
3286 */
3287 delete_character (op->name, 0);
3288 op->stats.hp = op->stats.maxhp;
3289 op->stats.food = 999;
3290
3291 /* set the location of where the person will reappear when */
3292 /* maybe resurrection code should fix map also */
3293 strcpy (op->contr->maplevel, settings.emergency_mapname);
3294 if (op->map != NULL)
3295 op->map = NULL;
3296 op->x = settings.emergency_x;
3297 op->y = settings.emergency_y;
3298 save_player (op, 0);
3299 op->map = map;
3300 /* please see resurrection.c: peterm */
3301 dead_player (op);
3302 }
3303 else
3304 delete_character (op->name, 1);
3305 }
3306
3307 play_again (op);
3308
3309 /* peterm: added to create a corpse at deathsite. */
3310 tmp = arch_to_object (archetype::find ("corpse_pl"));
3311 sprintf (buf, "%s", &op->name);
3312 tmp->name = tmp->name_pl = buf;
3313 tmp->level = op->level;
3314 tmp->x = x;
3315 tmp->y = y;
3316 tmp->msg = gravestone_text (op);
3317 SET_FLAG (tmp, FLAG_UNIQUE);
3318 insert_ob_in_map (tmp, map, NULL, 0);
3319 }
3320} 2958}
3321
3322 2959
3323void 2960void
3324loot_object (object *op) 2961loot_object (object *op)
3325{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3326 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3327 2964
3328 if (op->container) 2965 op->close_container (); /* close open sack first */
3329 { /* close open sack first */
3330 esrv_apply_container (op, op->container);
3331 }
3332 2966
3333 for (tmp = op->inv; tmp != NULL; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3334 { 2968 {
3335 next = tmp->below; 2969 next = tmp->below;
3336 if (tmp->type == EXPERIENCE || tmp->invisible) 2970
2971 if (tmp->invisible)
3337 continue; 2972 continue;
2973
3338 tmp->remove (); 2974 tmp->remove ();
3339 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3340 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3341 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3342 loot_object (tmp); 2979
3343 }
3344 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3345 { 2981 {
3346 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3347 { 2983 {
3348 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3349 tmp2->destroy (); 2985 tmp2->destroy ();
3360/* 2996/*
3361 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3362 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3363 * was changed. 2999 * was changed.
3364 */ 3000 */
3365
3366void 3001void
3367fix_weight (void) 3002fix_weight (void)
3368{ 3003{
3369 player *pl; 3004 for_all_players (pl)
3370
3371 for (pl = first_player; pl != NULL; pl = pl->next)
3372 { 3005 {
3373 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3374 3007
3375 if (old == sum) 3008 if (old == sum)
3376 continue; 3009 continue;
3377 fix_player (pl->ob); 3010 pl->ob->update_stats ();
3378 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3379 } 3012 }
3380} 3013}
3381 3014
3382void 3015void
3383fix_luck (void) 3016fix_luck (void)
3384{ 3017{
3385 player *pl; 3018 for_all_players (pl)
3386
3387 for (pl = first_player; pl != NULL; pl = pl->next)
3388 if (!pl->ob->contr->state) 3019 if (!pl->ob->contr->ns->state)
3389 change_luck (pl->ob, 0); 3020 pl->ob->change_luck (0);
3390} 3021}
3391
3392 3022
3393/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3394 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3395 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3396 */ 3026 */
3397
3398void 3027void
3399cast_dust (object *op, object *throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3400{ 3029{
3401 object *skop, *spob; 3030 object *skop, *spob;
3402 3031
3436 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3437 { 3066 {
3438 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3439 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3440 } 3069 }
3070
3441 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3442} 3072}
3443 3073
3444int 3074int
3445is_true_undead (object *op) 3075is_true_undead (object *op)
3446{ 3076{
3447 object *tmp = NULL;
3448
3449 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3450 return 1; 3078 return 1;
3451 3079
3452 if (op->type == PLAYER)
3453 for (tmp = op->inv; tmp; tmp = tmp->below)
3454 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3455 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3456 return 1;
3457 return 0; 3080 return 0;
3458} 3081}
3459 3082
3460/* look at the surrounding terrain to determine 3083/* look at the surrounding terrain to determine
3461 * the hideability of this object. Positive levels 3084 * the hideability of this object. Positive levels
3517 3140
3518 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3519 3142
3520 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3521 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3522 {
3523 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3524 { 3146 {
3525 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3147 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3526 make_visible (op); 3148 make_visible (op);
3527 return; 3149 return;
3528 } 3150 }
3529 else 3151 else
3530 num += 20; 3152 num += 20;
3531 } 3153
3532 num += op->map->difficulty; 3154 num += op->map->difficulty;
3533 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3534 num -= hide; 3156 num -= hide;
3157
3535 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3536 { 3159 {
3537 make_visible (op); 3160 make_visible (op);
3538 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3539 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3540 } 3163 }
3541 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3542 {
3543 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3544 }
3545} 3166}
3546 3167
3547/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3548 3169
3549int 3170int
3576 if (mflags & P_OUT_OF_MAP) 3197 if (mflags & P_OUT_OF_MAP)
3577 continue; 3198 continue;
3578 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3199 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3579 continue; 3200 continue;
3580 3201
3581 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3202 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3582 { 3203 {
3583 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3204 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3584 return 1; 3205 return 1;
3585 else if (tmp->type == PLAYER) 3206 else if (tmp->type == PLAYER)
3586 { 3207 {
3616 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3617 { 3238 {
3618 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3619 return -1; 3240 return -1;
3620 } 3241 }
3242
3621 if (!pl || !op) 3243 if (!pl || !op)
3622 return 0; 3244 return 0;
3623 3245
3624 if (op->head)
3625 {
3626 op = op->head; 3246 op = op->head_ ();
3627 } 3247
3628 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3629 3249
3630 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3631 * through the object and find if it has any 3251 * through the object and find if it has any
3632 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3640 3260
3641 /* only the viewable area the player sees is updated by LOS 3261 /* only the viewable area the player sees is updated by LOS
3642 * code, so we need to restrict ourselves to that range of values 3262 * code, so we need to restrict ourselves to that range of values
3643 * for any meaningful values. 3263 * for any meaningful values.
3644 */ 3264 */
3645 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3646 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3647 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3648 return 1; 3268 return 1;
3649 op = op->more; 3269 op = op->more;
3650 } 3270 }
3651 return 0; 3271 return 0;
3652} 3272}
3749 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3750 int i = 0, j = 0; 3370 int i = 0, j = 0;
3751 3371
3752 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3753 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3754 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3755 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3756 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3757 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3758 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3759 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3760 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3761 3381
3762 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3763 return; 3383 return;
3764 3384
3765 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3766 3386
3767 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3768 { 3388 {
3769 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3770 return; 3390 return;
3771 } 3391 }
3772 3392
3838 { 3458 {
3839 /* forces in the treasurelist can alter the player's stats */ 3459 /* forces in the treasurelist can alter the player's stats */
3840 object *skin; 3460 object *skin;
3841 3461
3842 /* first get the dragon skin force */ 3462 /* first get the dragon skin force */
3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3843 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3465 ;
3466
3844 if (skin == NULL) 3467 if (!skin)
3845 return; 3468 return;
3846 3469
3847 /* adding new spellpath attunements */ 3470 /* adding new spellpath attunements */
3848 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3471 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3849 { 3472 {
3894 * not readied. 3517 * not readied.
3895 */ 3518 */
3896void 3519void
3897player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3898{ 3521{
3899 rangetype i;
3900
3901 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3902 {
3903 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3904 { 3524 {
3905 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3906 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3907 {
3908 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3909 }
3910 } 3528 }
3911 }
3912} 3529}
3530
3531sint8
3532player::visibility_at (maptile *map, int x, int y) const
3533{
3534 if (!ns)
3535 return 0;
3536
3537 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0;
3540
3541 x += dx - ns->current_x + ns->mapx / 2;
3542 y += dy - ns->current_y + ns->mapy / 2;
3543
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545 return 0;
3546
3547 return 100 - blocked_los [x][y];
3548}

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