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Comparing deliantra/server/server/player.C (file contents):
Revision 1.32 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.115 by root, Fri Apr 27 02:43:04 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#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
175 size += strlen (buf); 144 size += strlen (buf);
176 } 145 }
177 } 146 }
178 147
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 151}
308 152
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 4;
324 outputs_count = 4;
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
319/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
321 * mode. 361 * mode.
322 */ 362 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 363player *
364player::create ()
365{
366 player *pl = new player;
328 367
329 p = get_player (NULL); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 369
333 if (p->socket.faces_sent == NULL) 370 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
335 373
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 374 set_first_map (pl->ob);
343 375
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 376 return pl;
352} 377}
353 378
354/* 379/*
355 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
365 { 390 {
366 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
367 at = first_archetype; 392 at = first_archetype;
368 else 393 else
369 at = at->next; 394 at = at->next;
395
370 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
371 return at; 397 return at;
398
372 if (at == start) 399 if (at == start)
373 { 400 {
374 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 402 exit (-1);
376 } 403 }
377 } 404 }
378} 405}
379 406
380
381object * 407object *
382get_nearest_player (object *mon) 408get_nearest_player (object *mon)
383{ 409{
384 object *op = NULL; 410 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 411 objectlink *ol;
387 unsigned lastdist; 412 unsigned lastdist;
388 rv_vector rv; 413 rv_vector rv;
389 414
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 416 {
392 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 424 object *tmp = ol->ob;
400 425
401 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 427 * itself will have been cleared.
403 */ 428 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
405 ol = ol->next; 431 ol = ol->next;
406 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
407 if (!ol) 433 if (!ol)
408 return op; 434 return op;
409 } 435 }
422 { 448 {
423 op = ol->ob; 449 op = ol->ob;
424 lastdist = rv.distance; 450 lastdist = rv.distance;
425 } 451 }
426 } 452 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 453
428 { 454 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
433 { 457 {
434 op = pl->ob; 458 op = pl->ob;
435 lastdist = rv.distance; 459 lastdist = rv.distance;
436 } 460 }
437 } 461
438 }
439#if 0 462#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 464#endif
442 return op; 465 return op;
443} 466}
461 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 486 * is probably not a good thing.
464 */ 487 */
465#define MAX_SPACES 50 488#define MAX_SPACES 50
466
467 489
468/* 490/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 524 x = mon->x;
503 y = mon->y; 525 y = mon->y;
504 m = mon->map; 526 m = mon->map;
505 dir = rv.direction; 527 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
508 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 532 if (diff > max)
510 return 0; 533 return 0;
534
511 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
512 { 536 {
513 lastx = x; 537 lastx = x;
514 lasty = y; 538 lasty = y;
515 lastmap = m; 539 lastmap = m;
597 max--; 621 max--;
598 lastdir = dir; 622 lastdir = dir;
599 if (!firstdir) 623 if (!firstdir)
600 firstdir = dir; 624 firstdir = dir;
601 } 625 }
626
602 if (diff <= 1) 627 if (diff <= 1)
603 { 628 {
604 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 630 * headed toward player for entire distance.
606 */ 631 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 634 }
635
610 if (diff > max) 636 if (diff > max)
611 return 0; 637 return 0;
612 } 638 }
639
613 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
614 if (!max) 641 if (!max)
615 return 0; 642 return 0;
616 643
617 return firstdir; 644 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 675 {
649 op->remove ();
650 op->destroy (0); 676 op->destroy ();
651 continue; 677 continue;
652 } 678 }
653 } 679 }
654 680
655 /* This really needs to be better - we should really give 681 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 692 if (tmp->type == op->type && tmp->name == op->name)
667 break; 693 break;
668 694
669 if (tmp) 695 if (tmp)
670 { 696 {
671 op->remove ();
672 op->destroy (0); 697 op->destroy ();
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 699 continue;
675 } 700 }
701
676 if (op->nrof > 1) 702 if (op->nrof > 1)
677 op->nrof = 1; 703 op->nrof = 1;
678 } 704 }
679 705
680 if (op->type == SPELLBOOK && op->inv) 706 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 720 }
695 if (op->type == SPELL) 721 if (op->type == SPELL)
696 { 722 {
697 op->remove ();
698 op->destroy (0); 723 op->destroy ();
699 continue; 724 continue;
700 } 725 }
701 else if (op->type == SKILL) 726 else if (op->type == SKILL)
702 { 727 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
713 link_player_skills (pl); 738 link_player_skills (pl);
714} 739}
715 740
716void 741void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 op->remove ();
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
801{ 743{
802 if (party == NULL) 744 if (party == NULL)
803 { 745 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 747 return;
806 } 748 }
749
807 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 754}
812
813 755
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 757static int
816roll_stat (void) 758roll_stat (void)
817{ 759{
818 int a[4], i, j, k; 760 int a[4], i, j, k;
819 761
820 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
822 764
823 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 766 if (a[i] < k)
825 k = a[i], j = i; 767 k = a[i], j = i;
826 768
827 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 770 if (i != j)
830 k += a[i]; 771 k += a[i];
831 } 772
832 return k; 773 return k;
833} 774}
834 775
835void 776void
836roll_stats (object *op) 777object::roll_stats ()
837{ 778{
838 int sum = 0;
839 int i = 0, j = 0;
840 int statsort[7]; 779 int statsort [7];
841 780
842 do 781 for (;;)
843 {
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 } 782 {
853 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
854 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
855 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 793
864 /* a quick and dirty bubblesort? */
865 do
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880
881 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
882 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
883 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
884 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
885 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
888 801
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 802 stats.exp = 0;
900 op->stats.ac = 0; 803 stats.ac = 0;
901 804
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
910 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
911} 817}
912 818
913void 819void
914Roll_Again (object *op) 820object::swap_stats (int a, int b)
915{ 821{
916 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
919}
920 825
921void 826 stats.Str = contr->orig_stats.Str;
922Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
923{ 858{
924 signed char tmp;
925 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
926 860
927 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 865}
1042 866
1043/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1047 * not the class. 871 * not the class.
1048 */ 872 */
1049 873void
1050int 874player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 875{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 op->remove ();
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1069 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1071 885
1072 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1073 887
1074 if (op->msg) 888 if (ob->msg)
1075 op->msg = NULL; 889 ob->msg = 0;
1076 890
1077 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1078 * to save here. 892 * to save here.
1079 */ 893 */
894 {
895 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1082 899
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 900 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 903 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1091 fix_player (op); 905 ob->update_stats ();
1092 906
1093 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1094 * is one for this race 908 * is one for this race
1095 */ 909 */
1096 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1097 { 911 {
1098 object *tmp; 912 object *tmp;
1099 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1100 914
1101 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, &ob->arch->name);
1102 tmp = get_object (); 916 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1108 * default initial map */ 922 * default initial map */
1109 tmp->destroy (0); 923 tmp->destroy ();
1110 } 924 }
1111 else 925 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 927}
1115 return 0;
1116 }
1117 928
929void
930player::chargen_race_next ()
931{
1118 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1120 */ 934 */
1121 935
1122 tmp_loop = 0; 936 do
1123 while (!tmp_loop)
1124 { 937 {
1125 shstr name = op->name; 938 shstr name = ob->name;
1126 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1127 940
1128 remove_statbonus (op); 941 ob->remove_statbonus ();
1129 op->remove (); 942 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 944 ob->arch->clone.copy_to (ob);
1132 op->instantiate (); 945 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1135 op->x = x; 948 ob->x = x;
1136 op->y = y; 949 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1140 add_statbonus (op); 953 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 954 }
955 while (!allowed_class (ob));
1143 956
1144 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 959 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 962 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 963}
1206 964
1207void 965void
1208flee_player (object *op) 966flee_player (object *op)
1209{ 967{
1239 { 997 {
1240 op->enemy = NULL; 998 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1000 return;
1243 } 1001 }
1002
1244 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1245 1004
1246 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1248 { 1007 {
1249 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1250 1009
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1011 return;
1254 }
1255 } 1012 }
1013
1256 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1016 op->enemy = NULL;
1259} 1017}
1260 1018
1266int 1024int
1267check_pick (object *op) 1025check_pick (object *op)
1268{ 1026{
1269 object *tmp, *next; 1027 object *tmp, *next;
1270 int stop = 0; 1028 int stop = 0;
1271 int j, k, wvratio; 1029 int wvratio;
1272 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1273 1031
1274 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1276 return 1; 1034 return 1;
1277 1035
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1106 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1111 }
1112
1382 /* philosophy: 1113 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1118 * example.
1388 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1641 * found object is returned. 1372 * found object is returned.
1642 */ 1373 */
1643object * 1374object *
1644find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1645{ 1376{
1646 object *tmp = NULL; 1377 object *tmp = 0;
1647 1378
1648 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1652 return op; 1383 return op;
1384
1653 return tmp; 1385 return tmp;
1654} 1386}
1655 1387
1656/* 1388/*
1657 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1658 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1659 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1660 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1661 */ 1393 */
1662
1663object * 1394object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1396{
1666 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1816 if (!dir) 1547 if (!dir)
1817 { 1548 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1550 return 0;
1820 } 1551 }
1552
1821 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1822 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1823 else 1555 else
1824 { 1556 {
1825 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1833 { 1565 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1567 return 0;
1836 } 1568 }
1837 } 1569 }
1570
1838 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1839 { 1572 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1574 return 0;
1842 } 1575 }
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845 1578
1846 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1849 if (bowspeed < 1) 1583 if (bowspeed < 1)
1850 bowspeed = 1; 1584 bowspeed = 1;
1851 1585
1852 if (arrow == NULL) 1586 if (arrow == NULL)
1853 { 1587 {
1859 else 1593 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1861 return 0; 1595 return 0;
1862 } 1596 }
1863 } 1597 }
1598
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1601 return 0;
1868 } 1602
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1604 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1606 return 0;
1873 } 1607 }
1874 1608
1875 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1877 { 1611 {
1878 arrow->remove ();
1879 arrow->destroy (0); 1612 arrow->destroy ();
1880 return 0; 1613 return 0;
1881 } 1614 }
1882 1615
1883 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1618 if (!arrow)
1886 { 1619 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1621 return 0;
1889 } 1622 }
1890 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1626 arrow->direction = dir;
1894 arrow->x = sx;
1895 arrow->y = sy;
1896 1627
1897 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1898 { 1629 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op); 1631 op->update_stats ();
1901 } 1632 }
1902 1633
1903 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1909 1640
1910 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper. 1642 * added to the damage. I think the strength bonus is more proper.
1912 */ 1643 */
1913 1644
1915 1646
1916 /* update the speed */ 1647 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919 1650
1920 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1924 1653
1925 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1926 { 1655 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1937 } 1666 }
1938 1667
1939 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1940 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1941 1670
1942 if (bow->slaying != NULL) 1671 if (bow->slaying)
1943 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1944 1673
1945 arrow->map = m;
1946 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1676
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1951 1679
1952 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1681 move_arrow (arrow);
1954 1682
1955 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1981 } 1709 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1711 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1713 wcmod = -1;
1714
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1716 }
1988 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1989 { 1718 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2060 1789
2061 if (item->arch) 1790 if (item->arch)
2062 { 1791 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2065 item->speed = 0; 1794 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1795 }
1796
2068 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1799 }
2071 } 1800 }
2072 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1802 drain_rod_charge (item);
2075 }
2076 } 1803 }
2077} 1804}
2078 1805
2079/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2080 */ 1807 */
2103 case range_misc: 1830 case range_misc:
2104 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2105 return; 1832 return;
2106 1833
2107 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
2115 return; 1836 return;
2116 1837
2117 case range_skill: 1838 case range_skill:
2118 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2119 { 1840 {
2120 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
2122 return; 1844 return;
2123 } 1845 }
1846
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return; 1848 return;
2126 case range_builder: 1849 case range_builder:
2127 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2128 return; 1851 return;
2129 default: 1852 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return; 1854 return;
2132 } 1855 }
2133} 1856}
2134
2135
2136 1857
2137/* find_key 1858/* find_key
2138 * We try to find a key for the door as passed. If we find a key 1859 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1863 * pl is the player,
2143 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2146 */ 1867 */
2147
2148object * 1868object *
2149find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2150{ 1870{
2151 object *tmp, *key; 1871 object *tmp, *key;
2152 1872
2153 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1874 if (!container->inv)
2155 return NULL; 1875 return 0;
2156 1876
2157 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1879 {
2160 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1881 break;
2162 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2164 */ 1884 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1886 break;
2167 } 1887 }
1888
2168 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2169 /* If we find and use a key in an inventory, return at that time. 1890 /* If we find and use a key in an inventory, return at that time.
2170 * otherwise, if we search all the inventories and still don't find 1891 * otherwise, if we search all the inventories and still don't find
2171 * a key, return 1892 * a key, return
2172 */ 1893 */
2173 if (!tmp) 1894 if (!tmp)
2174 { 1895 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1897 {
2177 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1900 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2181 return key; 1902 return key;
2182 } 1903 }
2183 } 1904 }
1905
2184 if (!tmp) 1906 if (!tmp)
2185 return NULL; 1907 return NULL;
2186 } 1908 }
1909
2187 /* We get down here if we have found a key. Now if its in a container, 1910 /* We get down here if we have found a key. Now if its in a container,
2188 * see if we actually want to use it 1911 * see if we actually want to use it
2189 */ 1912 */
2190 if (pl != container) 1913 if (pl != container)
2191 { 1914 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1937 return NULL;
2215 } 1938 }
2216 } 1939 }
1940
2217 return tmp; 1941 return tmp;
2218} 1942}
2219 1943
2220/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1947 * 0 otherwise
2224 */ 1948 */
2225static int 1949static int
2226player_attack_door (object *op, object *door) 1950player_attack_door (object *op, object *door)
2227{ 1951{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1952 /* If its a door, try to find a use a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1953 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
2232 */ 1955 */
2233 object *key = find_key (op, op, door); 1956 object *key = find_key (op, op, door);
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2241 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2242 make_visible (op); 1965 make_visible (op);
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2245 if (door->type == DOOR) 1969 if (door->type == DOOR)
2246 {
2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2250 { 1972 {
2251 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2252 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1975 }
1976
2254 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2257 if (container != op) 1980 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2259 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2260 } 1984 }
2261 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2262 { 1986 {
2263 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 1989 return 1;
2266 } 1990 }
1991
2267 return 0; 1992 return 0;
2268} 1993}
2269 1994
2270/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2275 */ 2000 */
2276
2277void 2001void
2278move_player_attack (object *op, int dir) 2002move_player_attack (object *op, int dir)
2279{ 2003{
2280 object *tmp, *mon; 2004 object *tmp, *mon;
2281 sint16 nx, ny; 2005 sint16 nx, ny;
2283 maptile *m; 2007 maptile *m;
2284 2008
2285 nx = freearr_x[dir] + op->x; 2009 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2010 ny = freearr_y[dir] + op->y;
2287 2011
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2289 2013
2290 /* If braced, or can't move to the square, and it is not out of the 2014 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2015 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2016 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2017 * player. This is a pretty nasty hack, because if we could
2298 */ 2022 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300 { 2024 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 { 2026 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2304 if (!m) 2028 if (!m)
2305 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2306 } 2030 }
2307 else 2031 else
2308 m = op->map; 2032 m = op->map;
2309 2033
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 2035 return;
2314 }
2315 2036
2316 mon = NULL; 2037 mon = 0;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2039 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2040 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2041 * on the space
2321 */ 2042 */
2322 while (tmp != NULL) 2043 while (tmp)
2323 { 2044 {
2324 if (tmp == op) 2045 if (tmp == op)
2325 { 2046 {
2326 tmp = tmp->above; 2047 tmp = tmp->above;
2327 continue; 2048 continue;
2337 mon = tmp; 2058 mon = tmp;
2338 2059
2339 tmp = tmp->above; 2060 tmp = tmp->above;
2340 } 2061 }
2341 2062
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2063 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2064 return; /* into a wall */
2344 2065
2345 if (mon->head != NULL) 2066 if (mon->head)
2346 mon = mon->head; 2067 mon = mon->head;
2347 2068
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon)) 2070 if (player_attack_door (op, mon))
2350 return; 2071 return;
2362 * player owns it and it is either friendly or unagressive. 2083 * player owns it and it is either friendly or unagressive.
2363 */ 2084 */
2364 if ((op->type == PLAYER) 2085 if ((op->type == PLAYER)
2365#if COZY_SERVER 2086#if COZY_SERVER
2366 && 2087 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2088 ((mon->owner && mon->owner->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2369#else 2090#else
2370 && get_owner (mon) == op 2091 && mon->owner == op
2371#endif 2092#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2094 {
2374 /* If we're braced, we don't want to switch places with it */ 2095 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2096 if (op->contr->braced)
2376 return; 2097 return;
2098
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2102 make_visible (op);
2103
2381 return; 2104 return;
2382 } 2105 }
2383 2106
2384 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2387 * attack them either. 2110 * attack them either.
2388 */ 2111 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2114#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2115 (op->contr->peaceful
2393 || (mon->type == PLAYER 2116 || (mon->type == PLAYER
2394 && mon->contr-> 2117 && mon->contr->
2395 peaceful)) && 2118 peaceful)) &&
2396#else 2119#else
2397 op->contr->peaceful && 2120 op->contr->peaceful &&
2398#endif 2121#endif
2399 !on_battleground)) 2122 !on_battleground))
2400 { 2123 {
2401 if (!op->contr->braced) 2124 if (!op->contr->braced)
2402 { 2125 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2405 } 2128 }
2406 else 2129 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2131
2410 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2133 make_visible (op);
2412 } 2134 }
2413 2135
2414 /* If the object is a boulder or other rollable object, then 2136 /* If the object is a boulder or other rollable object, then
2425 * Way it works is like this: First, it must have some hit points 2147 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2149 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2150 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2151 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2154 {
2434 2155
2435 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2443 2164
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 } 2166 }
2446 2167
2447 skill_attack (mon, op, 0, NULL, NULL); 2168 skill_attack (mon, op, 0, 0, 0);
2448 2169
2449 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2173 * the wiz.
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 { 2176 {
2456 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2457 2178
2458 mon->contr->has_hit = 1; 2179 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2180 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2181 mon->stats.luck = luck;
2461 } 2182 }
2183
2462 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2463 make_visible (op); 2185 make_visible (op);
2464 } 2186 }
2465 } /* if player should attack something */ 2187 } /* if player should attack something */
2466} 2188}
2468int 2190int
2469move_player (object *op, int dir) 2191move_player (object *op, int dir)
2470{ 2192{
2471 int pick; 2193 int pick;
2472 2194
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2196 return 0;
2475 2197
2476 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2478 { 2200 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2202 return 0;
2481 } 2203 }
2482 2204
2483 /* peterm: added following line */ 2205 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2208
2487 op->facing = dir; 2209 op->facing = dir;
2488 2210
2489 if (op->hide) 2211 if (op->hide)
2490 do_hidden_move (op); 2212 do_hidden_move (op);
2501 2223
2502 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2225 * server can handle repeat firing.
2504 */ 2226 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2228 op->direction = dir;
2508 }
2509 else 2229 else
2510 {
2511 op->direction = 0; 2230 op->direction = 0;
2512 } 2231
2513 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2234 * for players.
2516 */ 2235 */
2517 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2526 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2527 */ 2246 */
2528int 2247int
2529handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2530{ 2249{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2251 {
2553 flee_player (op); 2252 flee_player (op);
2554 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2556 { 2255 {
2557 op->speed_left--; 2256 op->speed_left--;
2558 return 0; 2257 return 0;
2559 } 2258 }
2560 } 2259 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2260
2570 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2263 * called, so we recheck it here.
2573 */ 2264 */
2574 HandleClient (&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2266 return 1;
2267
2575 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2576 return 0; 2269 {
2577
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2271 {
2580 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--; 2273 op->speed_left--;
2582 2274
2583 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2586 */ 2278 */
2587 move_player (op, op->direction); 2279 move_player (op, op->direction);
2588 if (op->speed_left > 0) 2280
2589 return 1; 2281 return op->speed_left > 0;
2590 else 2282 }
2591 return 0;
2592 } 2283 }
2284
2593 return 0; 2285 return 0;
2594} 2286}
2595 2287
2596int 2288int
2597save_life (object *op) 2289save_life (object *op)
2598{ 2290{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2292 return 0;
2603 2293
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2296 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299
2609 if (op->contr) 2300 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2301 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove (); 2302
2612 tmp->destroy (0); 2303 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2304 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305
2614 if (op->stats.hp < 0) 2306 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2308
2616 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2617 op->stats.food = 999; 2310 op->stats.food = 999;
2618 fix_player (op); 2311
2312 op->update_stats ();
2619 return 1; 2313 return 1;
2620 } 2314 }
2315
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2319 return 0;
2625} 2320}
2630 * from. 2325 * from.
2631 */ 2326 */
2632void 2327void
2633remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2634{ 2329{
2635 object *next;
2636
2637 while (op) 2330 while (op)
2638 { 2331 {
2639 next = op->below; /* Make sure we have a good value, in case 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2333
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2335 {
2644 op->remove ();
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2650 } 2340 }
2651 else if (op->inv) 2341 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2653 op = next; 2344 op = next;
2654 } 2345 }
2655} 2346}
2656
2657 2347
2658/* 2348/*
2659 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2365 else
2676 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2369 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2372 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2376 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2686 { 2378 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2381 strcat (buf2, buf);
2690 } 2382 }
2383
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2694 return buf2; 2388 return buf2;
2695} 2389}
2696
2697
2698 2390
2699void 2391void
2700do_some_living (object *op) 2392do_some_living (object *op)
2701{ 2393{
2702 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2400 int rate_grace = 2000;
2709 const int max_hp = 1; 2401 const int max_hp = 1;
2710 const int max_sp = 1; 2402 const int max_sp = 1;
2711 const int max_grace = 1; 2403 const int max_grace = 1;
2712 2404
2713 if (op->contr->outputs_sync) 2405 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2406 {
2407 op->invisible = 1000;
2408 /* the socket code flashes the player visible/invisible
2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2719 2423
2720 if (op->contr->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2721 { 2425 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2428 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2430 else
2728 { 2431 {
2729 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2434 }
2435
2732 if (op->contr->gen_sp >= 0) 2436 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2438 else
2735 { 2439 {
2736 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2442 }
2443
2739 if (op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2446 else
2742 { 2447 {
2743 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2450 }
2746 2451
2747 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2749 { 2454 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2752 { 2457 {
2753 op->stats.sp++; 2458 op->stats.sp++;
2759 op->stats.food += op->contr->digestion; 2464 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2466 op->stats.food = last_food;
2762 } 2467 }
2763 } 2468 }
2469
2764 if (max_sp > 1) 2470 if (max_sp > 1)
2765 { 2471 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2472 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2473 if (over_sp > 0)
2768 { 2474 {
2769 if (op->stats.sp < op->stats.maxsp) 2475 if (op->stats.sp < op->stats.maxsp)
2770 { 2476 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2480 op->stats.sp--;
2481
2774 if (op->stats.sp > op->stats.maxsp) 2482 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2483 op->stats.sp = op->stats.maxsp;
2776 } 2484 }
2777 op->last_sp = 0; 2485 op->last_sp = 0;
2778 } 2486 }
2779 else 2487 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2489 }
2784 else 2490 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2492 }
2789 2493
2790 /* Regenerate Grace */ 2494 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2496 if (--op->last_grace < 0)
2793 { 2497 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2498 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2796 if (max_grace > 1) 2501 if (max_grace > 1)
2797 { 2502 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2504 if (over_grace > 0)
2800 { 2505 {
2828 op->stats.food += op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2535 op->stats.food = last_food;
2831 } 2536 }
2832 } 2537 }
2538
2833 if (max_hp > 1) 2539 if (max_hp > 1)
2834 { 2540 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2542 if (over_hp > 0)
2837 { 2543 {
2861 2567
2862 if (op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2570 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2866 /* dms do not consume food */ 2573 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2575 op->stats.food--;
2869 } 2576 }
2870 }
2871 2577
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2579 {
2874 object *tmp, *flesh = NULL; 2580 object *tmp, *flesh = 0;
2875 2581
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 { 2583 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2585 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2589 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2591 break;
2886 } 2592 }
2887 else if (tmp->type == FLESH) 2593 else if (tmp->type == FLESH)
2888 flesh = tmp; 2594 flesh = tmp;
2889 } /* End if paid for object */ 2595 } /* End if paid for object */
2890 } /* end of for loop */ 2596 } /* end of for loop */
2597
2891 /* If player is still starving, it means they don't have any food, so 2598 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2599 * eat flesh instead.
2893 */ 2600 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2602 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2604 manual_apply (op, flesh, 0);
2898 } 2605 }
2899 } /* end if player is starving */ 2606 }
2900 2607
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2903 2610
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2612 kill_player (op);
2613 }
2906} 2614}
2907
2908
2909 2615
2910/* If the player should die (lack of hp, food, etc), we call this. 2616/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2617 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2619 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2651
2946 /* restore player */ 2652 /* restore player */
2947 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2655 {
2951 tmp->remove ();
2952 tmp->destroy (0); 2656 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2658 }
2955 2659
2956 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2662 {
2960 tmp->remove ();
2961 tmp->destroy (0); 2663 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2665 }
2964 2666
2965 cure_disease (op, 0); /* remove any disease */ 2667 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2670 op->stats.food = 999;
2969 2671
2970 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2674 {
2974 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2676 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2678 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2680 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2684 }
2985 2685
2986 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2688 op->contr->braced = 0;
2993 2693
2994 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2995 2695
2996 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2997 { 2697 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
3007 } 2700 }
3008 else 2701 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
3018 } 2703
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2705
3021 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
3022 x = op->x; 2707 x = op->x;
3023 y = op->y; 2708 y = op->y;
3024 map = op->map; 2709 map = op->map;
3025 2710
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2712 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2713 * See the config.h file for a little more in depth detail about this.
3032 */ 2714 */
3033 2715
3034 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2718 * of death.
3037 */ 2719 */
3038#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2721 if (settings.balanced_stat_loss)
3040 { 2722 {
3041 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2724 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2725 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2728 little bit harder. */
3047 /* GD */ 2729 /* GD */
3048 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2731 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2732 else
3054 { 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
3055 num_stats_lose = 1; 2736 num_stats_lose = 1;
3056 } 2737
3057 lost_a_stat = 0; 2738 lost_a_stat = 0;
3058 2739
3059 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
3060 { 2741 {
3061 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
3062 2743
3063 if (settings.stat_loss_on_death) 2744 if (settings.stat_loss_on_death)
3064 { 2745 {
3065 /* Pick a random stat and take a point off it. Tell the player 2746 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2747 * what he lost.
3067 */ 2748 */
3068 change_attr_value (&(op->stats), i, -1); 2749 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2750 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2754 lost_a_stat = 1;
2755 }
2756 else
2757 {
2758 /* deplete a stat */
2759 archetype *deparch = archetype::find ("depletion");
2760 object *dep;
2761
2762 dep = present_arch_in_ob (deparch, op);
2763 if (!dep)
2764 {
2765 dep = arch_to_object (deparch);
2766 insert_ob_in_ob (dep, op);
3074 } 2767 }
3075 else 2768 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss)
3076 { 2770 {
3077 /* deplete a stat */ 2771 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2772 /* Get the stat that we're about to deplete. */
3079 object *dep; 2773 this_stat = get_attr_value (&(dep->stats), i);
3080 2774 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2775 {
3084 dep = arch_to_object (deparch); 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2777 int keep_chance = this_stat * this_stat;
3086 } 2778
3087 lose_this_stat = 1; 2779 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2780 if (keep_chance < 1)
2781 keep_chance = 1;
2782
2783 /* There is a maximum depletion total per level. */
2784 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2785 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2786 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2788 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2789 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2790 else
3129 if (this_stat >= -50)
3130 { 2791 {
3131 change_attr_value (&(dep->stats), i, -1); 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2793 lose_this_stat = 0;
2794 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2795 this_stat, keep_chance, loss_chance,
2796 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2797 }
3137 } 2798 }
3138 } 2799 }
2800
2801 if (lose_this_stat)
2802 {
2803 this_stat = get_attr_value (&(dep->stats), i);
2804 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a
2808 * difference.
2809 */
2810 if (this_stat >= -50)
2811 {
2812 change_attr_value (&(dep->stats), i, -1);
2813 SET_FLAG (dep, FLAG_APPLIED);
2814 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2815 op->update_stats ();
2816 lost_a_stat = 1;
2817 }
3139 } 2818 }
2819 }
2820 }
3140 /* If no stat lost, tell the player. */ 2821 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2822 if (!lost_a_stat)
3142 { 2823 {
3143 /* determine_god() seems to not work sometimes... why is this? 2824 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2825 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2826 const char *god = determine_god (op);
3146 2827
3147 if (god && (strcmp (god, "none"))) 2828 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2830 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2832 }
3152#else 2833#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2835#endif
3155 2836
3156 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2838 * exp loss on the stone.
3158 */ 2839 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2842 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2844 tmp->name_pl = buf;
3164 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); 2845 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);
3165 tmp->msg = buf; 2846 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2847 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2849
3169 /**************************************/ 2850 /**************************************/
3170 /* */ 2851 /* */
3171 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
3174 /* */ 2855 /* */
3175 /**************************************/ 2856 /**************************************/
3176 2857
3177 /* remove any poisoning and confusion the character may be suffering. */ 2858 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2859 /* restore player */
3179 at = archetype::find ("poisoning"); 2860 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
2862
3181 if (tmp) 2863 if (tmp)
3182 { 2864 {
3183 tmp->remove ();
3184 tmp->destroy (0); 2865 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2867 }
3187 2868
3188 at = archetype::find ("confusion"); 2869 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2870 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2871 if (tmp)
3191 { 2872 {
3192 tmp->remove ();
3193 tmp->destroy (0); 2873 tmp->destroy ();
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2875 }
3196 2876
3197 cure_disease (op, 0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
3198 2878
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2880 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2881 if (op->stats.food < 100)
3202 op->stats.food = 900; 2882 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2886
3207 /* 2887 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2888 * Check to see if the player has any unpaid items. If so, remove them
3209 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
3210 * in the map. 2890 */
3211 */
3212
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
3215 2892
3216 /****************************************/ 2893 /****************************************/
3217 /* */ 2894 /* */
3218 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
3220 /* */ 2897 /* */
3221 /****************************************/ 2898 /****************************************/
3222 2899
3223 enter_player_savebed (op); 2900 enter_player_savebed (op);
3224 2901
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2902 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2903
3231 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2907 * on the space that might harm the player.
3235 */ 2908 */
3236 will_kill_again = 0; 2909 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
3240 2913
3241 if (will_kill_again) 2914 if (will_kill_again)
3242 { 2915 {
3243 object *force; 2916 object *force;
3244 int at; 2917 int at;
3245 2918
3246 force = get_archetype (FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2921 force->speed = 0.1;
3249 force->speed_left = -5.0; 2922 force->speed_left = -5.0;
3250 SET_FLAG (force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2924 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2926 force->resist[at] = 100;
3254 2927
3255 insert_ob_in_ob (force, op); 2928 insert_ob_in_ob (force, op);
3256 fix_player (op); 2929 op->update_stats ();
3257 2930
3258 } 2931 }
3259 2932
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 op->contr->ranges[range_golem]->remove ();
3279 op->contr->ranges[range_golem]->destroy (0);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 op->remove ();
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2934}
3330
3331 2935
3332void 2936void
3333loot_object (object *op) 2937loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3336 2940
3337 if (op->container) 2941 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2942
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3343 { 2944 {
3344 next = tmp->below; 2945 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2946
2947 if (tmp->invisible)
3346 continue; 2948 continue;
2949
3347 tmp->remove (); 2950 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3349 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2955
3352 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3354 { 2957 {
3355 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3356 { 2959 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 tmp2->destroy (0); 2961 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2962 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2963 }
3361 else 2964 else
3362 tmp->destroy (0); 2965 tmp->destroy ();
3363 } 2966 }
3364 else 2967 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2969 }
3367} 2970}
3369/* 2972/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3371 * what needs to be fixed. Refresh windows and fix speed if anything 2974 * what needs to be fixed. Refresh windows and fix speed if anything
3372 * was changed. 2975 * was changed.
3373 */ 2976 */
3374
3375void 2977void
3376fix_weight (void) 2978fix_weight (void)
3377{ 2979{
3378 player *pl; 2980 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2981 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 2983
3384 if (old == sum) 2984 if (old == sum)
3385 continue; 2985 continue;
3386 fix_player (pl->ob); 2986 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 2988 }
3389} 2989}
3390 2990
3391void 2991void
3392fix_luck (void) 2992fix_luck (void)
3393{ 2993{
3394 player *pl; 2994 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2996 pl->ob->change_luck (0);
3399} 2997}
3400
3401 2998
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3405 */ 3002 */
3406
3407void 3003void
3408cast_dust (object *op, object *throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3409{ 3005{
3410 object *skop, *spob; 3006 object *skop, *spob;
3411 3007
3432 if (op->type == PLAYER) 3028 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3029 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3030
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3031 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3032
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 3033 throw_ob->destroy ();
3440} 3034}
3441 3035
3442void 3036void
3443make_visible (object *op) 3037make_visible (object *op)
3444{ 3038{
3447 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3448 { 3042 {
3449 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3451 } 3045 }
3046
3452 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3453} 3048}
3454 3049
3455int 3050int
3456is_true_undead (object *op) 3051is_true_undead (object *op)
3457{ 3052{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3054 return 1;
3462 3055
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3056 return 0;
3469} 3057}
3470 3058
3471/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3528 3116
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3118
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3119 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3535 { 3122 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3124 make_visible (op);
3538 return; 3125 return;
3539 } 3126 }
3540 else 3127 else
3541 num += 20; 3128 num += 20;
3542 } 3129
3543 num += op->map->difficulty; 3130 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3132 num -= hide;
3133
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3135 {
3548 make_visible (op); 3136 make_visible (op);
3549 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3139 }
3552 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3142}
3557 3143
3558/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3559 3145
3560int 3146int
3587 if (mflags & P_OUT_OF_MAP) 3173 if (mflags & P_OUT_OF_MAP)
3588 continue; 3174 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3175 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3176 continue;
3591 3177
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3178 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3179 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3180 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3181 return 1;
3596 else if (tmp->type == PLAYER) 3182 else if (tmp->type == PLAYER)
3597 { 3183 {
3627 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3628 { 3214 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3216 return -1;
3631 } 3217 }
3218
3632 if (!pl || !op) 3219 if (!pl || !op)
3633 return 0; 3220 return 0;
3634 3221
3635 if (op->head)
3636 {
3637 op = op->head; 3222 op = op->head_ ();
3638 } 3223
3639 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3640 3225
3641 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3227 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3651 3236
3652 /* only the viewable area the player sees is updated by LOS 3237 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3238 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3239 * for any meaningful values.
3655 */ 3240 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3244 return 1;
3660 op = op->more; 3245 op = op->more;
3661 } 3246 }
3662 return 0; 3247 return 0;
3663} 3248}
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3346 int i = 0, j = 0;
3762 3347
3763 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3766 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3768 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3770 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3772 3357
3773 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3774 return; 3359 return;
3775 3360
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3362
3778 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3779 { 3364 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3366 return;
3782 } 3367 }
3783 3368
3849 { 3434 {
3850 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3436 object *skin;
3852 3437
3853 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3441 ;
3442
3855 if (skin == NULL) 3443 if (!skin)
3856 return; 3444 return;
3857 3445
3858 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3448 {
3905 * not readied. 3493 * not readied.
3906 */ 3494 */
3907void 3495void
3908player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3909{ 3497{
3910 rangetype i;
3911
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3913 {
3914 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3915 { 3500 {
3916 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3917 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3920 }
3921 } 3504 }
3922 }
3923} 3505}
3506
3507sint8
3508player::visibility_at (maptile *map, int x, int y) const
3509{
3510 if (!ns)
3511 return 0;
3512
3513 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0;
3516
3517 x += dx - ns->current_x + ns->mapx / 2;
3518 y += dy - ns->current_y + ns->mapy / 2;
3519
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y];
3524}

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