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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.103 by root, Sat Feb 10 01:52:29 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) != NULL)
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", "%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 }
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", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
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}
308
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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
209// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings
211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->close_container (); //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->close_container (); //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359}
360
361player::~player ()
362{
363 /* Clear item stack */
364 free (stack_items);
365}
366
319/* Tries to add player on the connection passwd in ns. 367/* 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 368 * All we can really get in this is some settings like host and display
321 * mode. 369 * mode.
322 */ 370 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 371player *
372player::create ()
373{
374 player *pl = new player;
328 375
329 p = get_player (NULL); 376 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
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 377 set_first_map (pl->ob);
344 378
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 379 return pl;
353} 380}
354 381
355/* 382/*
356 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
366 { 393 {
367 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
368 at = first_archetype; 395 at = first_archetype;
369 else 396 else
370 at = at->next; 397 at = at->next;
398
371 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
372 return at; 400 return at;
401
373 if (at == start) 402 if (at == start)
374 { 403 {
375 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 405 exit (-1);
377 } 406 }
378 } 407 }
379} 408}
380 409
381
382object * 410object *
383get_nearest_player (object *mon) 411get_nearest_player (object *mon)
384{ 412{
385 object *op = NULL; 413 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 414 objectlink *ol;
388 unsigned lastdist; 415 unsigned lastdist;
389 rv_vector rv; 416 rv_vector rv;
390 417
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 419 {
393 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 427 object *tmp = ol->ob;
401 428
402 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 430 * itself will have been cleared.
404 */ 431 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
406 ol = ol->next; 434 ol = ol->next;
407 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
408 if (!ol) 436 if (!ol)
409 return op; 437 return op;
410 } 438 }
423 { 451 {
424 op = ol->ob; 452 op = ol->ob;
425 lastdist = rv.distance; 453 lastdist = rv.distance;
426 } 454 }
427 } 455 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 456
429 { 457 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
434 { 460 {
435 op = pl->ob; 461 op = pl->ob;
436 lastdist = rv.distance; 462 lastdist = rv.distance;
437 } 463 }
438 } 464
439 }
440#if 0 465#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 467#endif
443 return op; 468 return op;
444} 469}
462 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 489 * is probably not a good thing.
465 */ 490 */
466#define MAX_SPACES 50 491#define MAX_SPACES 50
467
468 492
469/* 493/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 527 x = mon->x;
504 y = mon->y; 528 y = mon->y;
505 m = mon->map; 529 m = mon->map;
506 dir = rv.direction; 530 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
509 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 535 if (diff > max)
511 return 0; 536 return 0;
537
512 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
513 { 539 {
514 lastx = x; 540 lastx = x;
515 lasty = y; 541 lasty = y;
516 lastmap = m; 542 lastmap = m;
598 max--; 624 max--;
599 lastdir = dir; 625 lastdir = dir;
600 if (!firstdir) 626 if (!firstdir)
601 firstdir = dir; 627 firstdir = dir;
602 } 628 }
629
603 if (diff <= 1) 630 if (diff <= 1)
604 { 631 {
605 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 633 * headed toward player for entire distance.
607 */ 634 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 637 }
638
611 if (diff > max) 639 if (diff > max)
612 return 0; 640 return 0;
613 } 641 }
642
614 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
615 if (!max) 644 if (!max)
616 return 0; 645 return 0;
617 646
618 return firstdir; 647 return firstdir;
711 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
712 link_player_skills (pl); 741 link_player_skills (pl);
713} 742}
714 743
715void 744void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 745get_party_password (object *op, partylist *party)
800{ 746{
801 if (party == NULL) 747 if (party == NULL)
802 { 748 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 750 return;
805 } 751 }
752
806 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 757}
811
812 758
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 760static int
815roll_stat (void) 761roll_stat (void)
816{ 762{
817 int a[4], i, j, k; 763 int a[4], i, j, k;
818 764
819 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
821 767
822 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 769 if (a[i] < k)
824 k = a[i], j = i; 770 k = a[i], j = i;
825 771
826 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 773 if (i != j)
829 k += a[i]; 774 k += a[i];
830 } 775
831 return k; 776 return k;
832} 777}
833 778
834void 779void
835roll_stats (object *op) 780object::roll_stats ()
836{ 781{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 782 int statsort [7];
840 783
841 do 784 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 785 {
852 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
853 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
854 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 796
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
887 804
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 805 stats.exp = 0;
899 op->stats.ac = 0; 806 stats.ac = 0;
900 807
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 808 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
909 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
910} 820}
911 821
912void 822void
913Roll_Again (object *op) 823object::swap_stats (int a, int b)
914{ 824{
915 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 828
920void 829 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
922{ 861{
923 signed char tmp;
924 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
925 863
926 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 868}
1041 869
1042/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1046 * not the class. 874 * not the class.
1047 */ 875 */
1048
1049int 876int
1050key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1051{ 878{
1052 int tmp_loop; 879 int tmp_loop;
1053 880
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1061 { 882 {
1062 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1063 884
1064 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 890 create_treasure (tl, op, 0, 0, 0);
1070 891
1071 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1073 894
1074 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1075 896
1076 if (op->msg) 897 if (op->msg)
1077 op->msg = NULL; 898 op->msg = NULL;
1078 899
1079 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1080 * to save here. 901 * to save here.
1081 */ 902 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 904 make_path_to_file (buf);
1084 905
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 906 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 909 link_player_skills (op);
1092 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
1093 fix_player (op); 911 op->update_stats ();
1094 912
1095 /* This moves the player to a different start map, if there 913 /* This moves the player to a different start map, if there
1096 * is one for this race 914 * is one for this race
1097 */ 915 */
1098 if (*first_map_ext_path) 916 if (*first_map_ext_path)
1099 { 917 {
1100 object *tmp; 918 object *tmp;
1101 char mapname[MAX_BUF]; 919 char mapname[MAX_BUF];
1102 920
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 922 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 923 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 924 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 925 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 926 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 927 * if the map isn't there, then stay on the
1110 * default initial map */ 928 * default initial map */
1111 tmp->destroy (); 929 tmp->destroy ();
1112 } 930 }
1113 else 931 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 932 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 933
1117 return 0; 934 return 0;
1118 } 935 }
1119 936
1120 /* Following actually changes the race - this is the default command 937 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 938 * if we don't match with one of the options above.
1125 while (!tmp_loop) 942 while (!tmp_loop)
1126 { 943 {
1127 shstr name = op->name; 944 shstr name = op->name;
1128 int x = op->x, y = op->y; 945 int x = op->x, y = op->y;
1129 946
1130 remove_statbonus (op); 947 op->remove_statbonus ();
1131 op->remove (); 948 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 949 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 950 op->arch->clone.copy_to (op);
1134 op->instantiate (); 951 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 952 op->stats = op->contr->orig_stats;
1137 op->x = x; 954 op->x = x;
1138 op->y = y; 955 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 956 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 957 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 958 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 959 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 960 tmp_loop = allowed_class (op);
1144 } 961 }
1145 962
1146 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 964 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 965 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 966 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 967 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 968 op->stats.grace = 0;
1152 969
1153 if (op->msg) 970 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 972
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 974 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 975}
1208 976
1209void 977void
1210flee_player (object *op) 978flee_player (object *op)
1211{ 979{
1241 { 1009 {
1242 op->enemy = NULL; 1010 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1012 return;
1245 } 1013 }
1014
1246 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1247 1016
1248 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1250 { 1019 {
1251 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1252 1021
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1023 return;
1256 }
1257 } 1024 }
1025
1258 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1028 op->enemy = NULL;
1261} 1029}
1262 1030
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1118 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1123 }
1124
1384 /* philosophy: 1125 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1126 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1127 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1130 * example.
1390 * The drawback: right now it has no frontend, so you need to 1131 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1132 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1384 * found object is returned.
1644 */ 1385 */
1645object * 1386object *
1646find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1647{ 1388{
1648 object *tmp = NULL; 1389 object *tmp = 0;
1649 1390
1650 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1654 return op; 1395 return op;
1396
1655 return tmp; 1397 return tmp;
1656} 1398}
1657 1399
1658/* 1400/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1405 */
1664
1665object * 1406object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1408{
1668 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1818 if (!dir) 1559 if (!dir)
1819 { 1560 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1562 return 0;
1822 } 1563 }
1564
1823 if (op->type == PLAYER) 1565 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1566 bow = op->contr->ranges[range_bow];
1825 else 1567 else
1826 { 1568 {
1827 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1835 { 1577 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1579 return 0;
1838 } 1580 }
1839 } 1581 }
1582
1840 if (!bow->race || !bow->skill) 1583 if (!bow->race || !bow->skill)
1841 { 1584 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1586 return 0;
1844 } 1587 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1590
1848 /* penalize ROF for bestarrow */ 1591 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1851 if (bowspeed < 1) 1595 if (bowspeed < 1)
1852 bowspeed = 1; 1596 bowspeed = 1;
1853 1597
1854 if (arrow == NULL) 1598 if (arrow == NULL)
1855 { 1599 {
1861 else 1605 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1606 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1607 return 0;
1864 } 1608 }
1865 } 1609 }
1610
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1612 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1613 return 0;
1870 } 1614
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1616 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1618 return 0;
1875 } 1619 }
1881 return 0; 1625 return 0;
1882 } 1626 }
1883 1627
1884 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1630 if (!arrow)
1887 { 1631 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1633 return 0;
1890 } 1634 }
1635
1891 arrow->set_owner (op); 1636 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1638 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1639
1898 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1899 { 1641 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1643 op->update_stats ();
1902 } 1644 }
1903 1645
1904 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1648 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1649 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1650 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1651 arrow->spellarg = strdup (arrow->slaying);
1910 1652
1911 /* Note that this was different for monsters - they got their level 1653 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1654 * added to the damage. I think the strength bonus is more proper.
1913 */ 1655 */
1914 1656
1916 1658
1917 /* update the speed */ 1659 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1662
1921 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1925 1665
1926 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1927 { 1667 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1678 }
1939 1679
1940 if (arrow->attacktype == AT_PHYSICAL) 1680 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1942 1682
1943 if (bow->slaying != NULL) 1683 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1945 1685
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1688
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1952 1691
1953 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1693 move_arrow (arrow);
1955 1694
1956 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1982 } 1721 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1723 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1725 wcmod = -1;
1726
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1728 }
1989 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
1990 { 1730 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1801
2062 if (item->arch) 1802 if (item->arch)
2063 { 1803 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2066 item->speed = 0; 1806 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1807 }
1808
2069 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1811 }
2072 } 1812 }
2073 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1814 drain_rod_charge (item);
2076 }
2077 } 1815 }
2078} 1816}
2079 1817
2080/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2081 */ 1819 */
2120 { 1858 {
2121 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return; 1861 return;
2124 } 1862 }
1863
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return; 1865 return;
2127 case range_builder: 1866 case range_builder:
2128 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
2129 return; 1868 return;
2130 default: 1869 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return; 1871 return;
2133 } 1872 }
2134} 1873}
2135
2136
2137 1874
2138/* find_key 1875/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1876 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1877 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1878 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1880 * pl is the player,
2144 * inv is the objects inventory to searched 1881 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1882 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1883 * This function can be called recursively to search containers.
2147 */ 1884 */
2148
2149object * 1885object *
2150find_key (object *pl, object *container, object *door) 1886find_key (object *pl, object *container, object *door)
2151{ 1887{
2152 object *tmp, *key; 1888 object *tmp, *key;
2153 1889
2154 /* Should not happen, but sanity checking is never bad */ 1890 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1891 if (!container->inv)
2156 return NULL; 1892 return 0;
2157 1893
2158 /* First, lets try to find a key in the top level inventory */ 1894 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1895 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1896 {
2161 if (door->type == DOOR && tmp->type == KEY) 1897 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1898 break;
2163 /* For sanity, we should really check door type, but other stuff 1899 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1900 * (like containers) can be locked with special keys
2165 */ 1901 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1903 break;
2168 } 1904 }
1905
2169 /* No key found - lets search inventories now */ 1906 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1907 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1908 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1909 * a key, return
2173 */ 1910 */
2174 if (!tmp) 1911 if (!tmp)
2175 { 1912 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1913 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1914 {
2178 /* No reason to search empty containers */ 1915 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1916 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1917 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1918 if ((key = find_key (pl, tmp, door)))
2182 return key; 1919 return key;
2183 } 1920 }
2184 } 1921 }
1922
2185 if (!tmp) 1923 if (!tmp)
2186 return NULL; 1924 return NULL;
2187 } 1925 }
1926
2188 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1928 * see if we actually want to use it
2190 */ 1929 */
2191 if (pl != container) 1930 if (pl != container)
2192 { 1931 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1954 return NULL;
2216 } 1955 }
2217 } 1956 }
1957
2218 return tmp; 1958 return tmp;
2219} 1959}
2220 1960
2221/* moved door processing out of move_player_attack. 1961/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1962 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1964 * 0 otherwise
2225 */ 1965 */
2226static int 1966static int
2227player_attack_door (object *op, object *door) 1967player_attack_door (object *op, object *door)
2228{ 1968{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1969 /* If its a door, try to find a use a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1970 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1971 * otherwise, we fall through to the rest of the code.
2233 */ 1972 */
2234 object *key = find_key (op, op, door); 1973 object *key = find_key (op, op, door);
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2243 make_visible (op); 1982 make_visible (op);
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
2246 if (door->type == DOOR) 1986 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2251 { 1989 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1992 }
1993
2255 /* Do this after we print the message */ 1994 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
2258 if (container != op) 1997 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2260 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2261 } 2001 }
2262 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2263 { 2003 {
2264 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2006 return 1;
2267 } 2007 }
2008
2268 return 0; 2009 return 0;
2269} 2010}
2270 2011
2271/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2276 */ 2017 */
2277
2278void 2018void
2279move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2280{ 2020{
2281 object *tmp, *mon; 2021 object *tmp, *mon;
2282 sint16 nx, ny; 2022 sint16 nx, ny;
2284 maptile *m; 2024 maptile *m;
2285 2025
2286 nx = freearr_x[dir] + op->x; 2026 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2027 ny = freearr_y[dir] + op->y;
2288 2028
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2290 2030
2291 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2299 */ 2039 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2041 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2043 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2305 if (!m) 2045 if (!m)
2306 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2307 } 2047 }
2308 else 2048 else
2309 m = op->map; 2049 m = op->map;
2310 2050
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return; 2052 return;
2315 }
2316 2053
2317 mon = NULL; 2054 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2058 * on the space
2322 */ 2059 */
2323 while (tmp != NULL) 2060 while (tmp)
2324 { 2061 {
2325 if (tmp == op) 2062 if (tmp == op)
2326 { 2063 {
2327 tmp = tmp->above; 2064 tmp = tmp->above;
2328 continue; 2065 continue;
2338 mon = tmp; 2075 mon = tmp;
2339 2076
2340 tmp = tmp->above; 2077 tmp = tmp->above;
2341 } 2078 }
2342 2079
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2081 return; /* into a wall */
2345 2082
2346 if (mon->head != NULL) 2083 if (mon->head)
2347 mon = mon->head; 2084 mon = mon->head;
2348 2085
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2351 return; 2088 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2111 {
2375 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2113 if (op->contr->braced)
2377 return; 2114 return;
2115
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2117 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2119 make_visible (op);
2120
2382 return; 2121 return;
2383 } 2122 }
2384 2123
2385 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2127 * attack them either.
2389 */ 2128 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2132 (op->contr->peaceful
2394 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2395 && mon->contr-> 2134 && mon->contr->
2396 peaceful)) && 2135 peaceful)) &&
2397#else 2136#else
2398 op->contr->peaceful && 2137 op->contr->peaceful &&
2399#endif 2138#endif
2400 !on_battleground)) 2139 !on_battleground))
2401 { 2140 {
2402 if (!op->contr->braced) 2141 if (!op->contr->braced)
2403 { 2142 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2406 } 2145 }
2407 else 2146 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2148
2411 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2150 make_visible (op);
2413 } 2151 }
2414 2152
2415 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2426 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2168 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2171 {
2435 2172
2436 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2181
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2183 }
2447 2184
2448 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2449 2186
2450 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2190 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2193 {
2457 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2458 2195
2459 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2462 } 2199 }
2200
2463 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2464 make_visible (op); 2202 make_visible (op);
2465 } 2203 }
2466 } /* if player should attack something */ 2204 } /* if player should attack something */
2467} 2205}
2469int 2207int
2470move_player (object *op, int dir) 2208move_player (object *op, int dir)
2471{ 2209{
2472 int pick; 2210 int pick;
2473 2211
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2213 return 0;
2476 2214
2477 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2479 { 2217 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2219 return 0;
2482 } 2220 }
2483 2221
2484 /* peterm: added following line */ 2222 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2225
2488 op->facing = dir; 2226 op->facing = dir;
2489 2227
2490 if (op->hide) 2228 if (op->hide)
2491 do_hidden_move (op); 2229 do_hidden_move (op);
2502 2240
2503 /* Add special check for newcs players and fire on - this way, the 2241 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2242 * server can handle repeat firing.
2505 */ 2243 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2245 op->direction = dir;
2509 }
2510 else 2246 else
2511 {
2512 op->direction = 0; 2247 op->direction = 0;
2513 } 2248
2514 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2251 * for players.
2517 */ 2252 */
2518 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2570 2305
2571 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2308 * called, so we recheck it here.
2574 */ 2309 */
2575 HandleClient (&op->contr->socket, op->contr); 2310 if (op->contr->ns->handle_command ())
2311 return 1;
2312
2576 if (op->speed_left < 0) 2313 if (op->speed_left > 0)
2577 return 0; 2314 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2316 {
2581 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2318 op->speed_left--;
2583 2319
2584 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2587 */ 2323 */
2588 move_player (op, op->direction); 2324 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2325
2590 return 1; 2326 return op->speed_left > 0;
2591 else 2327 }
2592 return 0;
2593 } 2328 }
2329
2594 return 0; 2330 return 0;
2595} 2331}
2596 2332
2597int 2333int
2598save_life (object *op) 2334save_life (object *op)
2599{ 2335{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2337 return 0;
2604 2338
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2339 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2341 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2344
2618 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2619 2353
2620 if (op->stats.food < 0) 2354 if (op->stats.food < 0)
2621 op->stats.food = 999; 2355 op->stats.food = 999;
2622 2356
2623 fix_player (op); 2357 op->update_stats ();
2624 return 1; 2358 return 1;
2625 } 2359 }
2360
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2363 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2364 return 0;
2630} 2365}
2635 * from. 2370 * from.
2636 */ 2371 */
2637void 2372void
2638remove_unpaid_objects (object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2639{ 2374{
2640 object *next;
2641
2642 while (op) 2375 while (op)
2643 { 2376 {
2644 next = op->below; /* Make sure we have a good value, in case 2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2378
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2380 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2381 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2382 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2383
2384 op->insert_at (env);
2655 } 2385 }
2656 else if (op->inv) 2386 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2387 remove_unpaid_objects (op->inv, env);
2388
2658 op = next; 2389 op = next;
2659 } 2390 }
2660} 2391}
2661
2662 2392
2663/* 2393/*
2664 * Returns pointer a static string containing gravestone text 2394 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2395 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2396 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2407 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2409 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2410 else
2681 sprintf (buf, "%s\n", &op->name); 2411 sprintf (buf, "%s\n", &op->name);
2412
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2414 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2416 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2417 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2418 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2419
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2421 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2422 if (op->type == PLAYER)
2691 { 2423 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2424 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2425 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2426 strcat (buf2, buf);
2695 } 2427 }
2428
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2429 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2431 strcat (buf2, buf);
2432
2699 return buf2; 2433 return buf2;
2700} 2434}
2701
2702
2703 2435
2704void 2436void
2705do_some_living (object *op) 2437do_some_living (object *op)
2706{ 2438{
2707 int last_food = op->stats.food; 2439 int last_food = op->stats.food;
2716 const int max_grace = 1; 2448 const int max_grace = 1;
2717 2449
2718 if (op->contr->outputs_sync) 2450 if (op->contr->outputs_sync)
2719 { 2451 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]); 2454 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2455 }
2724 2456
2725 if (op->contr->state == ST_PLAYING) 2457 if (op->contr->ns->state == ST_PLAYING)
2726 { 2458 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2459 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2460 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2461 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2462 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2463 else
2733 { 2464 {
2734 gen_hp = op->stats.maxhp; 2465 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2466 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2467 }
2468
2737 if (op->contr->gen_sp >= 0) 2469 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2470 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2471 else
2740 { 2472 {
2741 gen_sp = op->stats.maxsp; 2473 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2474 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2475 }
2476
2744 if (op->contr->gen_grace >= 0) 2477 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2478 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2479 else
2747 { 2480 {
2748 gen_grace = op->stats.maxgrace; 2481 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2497 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2498 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2499 op->stats.food = last_food;
2767 } 2500 }
2768 } 2501 }
2502
2769 if (max_sp > 1) 2503 if (max_sp > 1)
2770 { 2504 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2505 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2506 if (over_sp > 0)
2773 { 2507 {
2774 if (op->stats.sp < op->stats.maxsp) 2508 if (op->stats.sp < op->stats.maxsp)
2775 { 2509 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2510 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2511
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2512 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2513 op->stats.sp--;
2514
2779 if (op->stats.sp > op->stats.maxsp) 2515 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2516 op->stats.sp = op->stats.maxsp;
2781 } 2517 }
2782 op->last_sp = 0; 2518 op->last_sp = 0;
2783 } 2519 }
2784 else 2520 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2521 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2522 }
2789 else 2523 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2524 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2525 }
2794 2526
2795 /* Regenerate Grace */ 2527 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2528 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2529 if (--op->last_grace < 0)
2798 { 2530 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2531 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2532 op->stats.grace++; /* no penalty in food for regaining grace */
2533
2801 if (max_grace > 1) 2534 if (max_grace > 1)
2802 { 2535 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2536 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2537 if (over_grace > 0)
2805 { 2538 {
2833 op->stats.food += op->contr->digestion; 2566 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2567 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2568 op->stats.food = last_food;
2836 } 2569 }
2837 } 2570 }
2571
2838 if (max_hp > 1) 2572 if (max_hp > 1)
2839 { 2573 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2574 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2575 if (over_hp > 0)
2842 { 2576 {
2866 2600
2867 if (op->contr->gen_hp > 0) 2601 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2603 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2605
2871 /* dms do not consume food */ 2606 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2607 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2608 op->stats.food--;
2874 } 2609 }
2875 }
2876 2610
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2611 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2612 {
2879 object *tmp, *flesh = NULL; 2613 object *tmp, *flesh = 0;
2880 2614
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2615 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2616 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2617 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2618 {
2619 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2620 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2622 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2623 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2624 break;
2891 } 2625 }
2892 else if (tmp->type == FLESH) 2626 else if (tmp->type == FLESH)
2893 flesh = tmp; 2627 flesh = tmp;
2894 } /* End if paid for object */ 2628 } /* End if paid for object */
2895 } /* end of for loop */ 2629 } /* end of for loop */
2630
2896 /* If player is still starving, it means they don't have any food, so 2631 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2632 * eat flesh instead.
2898 */ 2633 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2634 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2635 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2637 manual_apply (op, flesh, 0);
2903 } 2638 }
2904 } /* end if player is starving */ 2639 }
2905 2640
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2641 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2642 op->stats.food++, op->stats.hp--;
2908 2643
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2644 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2645 kill_player (op);
2646 }
2911} 2647}
2912
2913
2914 2648
2915/* If the player should die (lack of hp, food, etc), we call this. 2649/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2650 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2651 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2652 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2684
2951 /* restore player */ 2685 /* restore player */
2952 at = archetype::find ("poisoning"); 2686 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2688 {
2956 tmp->destroy (); 2689 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2690 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2691 }
2959 2692
2960 at = archetype::find ("confusion"); 2693 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2694 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2695 {
2964 tmp->destroy (); 2696 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2697 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2698 }
2967 2699
2969 op->stats.hp = op->stats.maxhp; 2701 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2702 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2703 op->stats.food = 999;
2972 2704
2973 /* create a bodypart-trophy to make the winner happy */ 2705 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2706 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2707 {
2977 sprintf (buf, "%s's finger", &op->name); 2708 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2709 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2710 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2711 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2713 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2714 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2715 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2716 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2717 }
2988 2718
2989 /* teleport defeated player to new destination */ 2719 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2720 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2721 op->contr->braced = 0;
2996 2726
2997 command_kill_pets (op, 0); 2727 command_kill_pets (op, 0);
2998 2728
2999 if (op->stats.food < 0) 2729 if (op->stats.food < 0)
3000 { 2730 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2731 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2732 strcpy (op->contr->killer, "starvation");
3010 } 2733 }
3011 else 2734 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2735 sprintf (buf, "%s died.", &op->name);
3021 } 2736
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2737 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2738
3024 /* save the map location for corpse, gravestone */ 2739 /* save the map location for corpse, gravestone */
3025 x = op->x; 2740 x = op->x;
3026 y = op->y; 2741 y = op->y;
3027 map = op->map; 2742 map = op->map;
3028 2743
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2744 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2745 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2746 * See the config.h file for a little more in depth detail about this.
3035 */ 2747 */
3036 2748
3037 /* Basically two ways to go - remove a stat permanently, or just 2749 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2750 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2751 * of death.
3040 */ 2752 */
3041#ifndef COZY_SERVER 2753#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2754 if (settings.balanced_stat_loss)
3043 { 2755 {
3044 /* If stat loss is permanent, lose one stat only. */ 2756 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2757 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2758 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2759 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2760 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2761 little bit harder. */
3050 /* GD */ 2762 /* GD */
3051 if (settings.stat_loss_on_death) 2763 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2764 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2765 else
3057 { 2766 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2767 }
2768 else
3058 num_stats_lose = 1; 2769 num_stats_lose = 1;
3059 } 2770
3060 lost_a_stat = 0; 2771 lost_a_stat = 0;
3061 2772
3062 for (z = 0; z < num_stats_lose; z++) 2773 for (z = 0; z < num_stats_lose; z++)
3063 { 2774 {
3064 i = RANDOM () % NUM_STATS; 2775 i = RANDOM () % NUM_STATS;
3065 2776
3066 if (settings.stat_loss_on_death) 2777 if (settings.stat_loss_on_death)
3067 { 2778 {
3068 /* Pick a random stat and take a point off it. Tell the player 2779 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2780 * what he lost.
3070 */ 2781 */
3071 change_attr_value (&(op->stats), i, -1); 2782 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2783 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2784 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2785 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2787 lost_a_stat = 1;
2788 }
2789 else
2790 {
2791 /* deplete a stat */
2792 archetype *deparch = archetype::find ("depletion");
2793 object *dep;
2794
2795 dep = present_arch_in_ob (deparch, op);
2796 if (!dep)
2797 {
2798 dep = arch_to_object (deparch);
2799 insert_ob_in_ob (dep, op);
3077 } 2800 }
3078 else 2801 lose_this_stat = 1;
2802 if (settings.balanced_stat_loss)
3079 { 2803 {
3080 /* deplete a stat */ 2804 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2805 /* Get the stat that we're about to deplete. */
3082 object *dep; 2806 this_stat = get_attr_value (&(dep->stats), i);
3083 2807 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2808 {
3087 dep = arch_to_object (deparch); 2809 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2810 int keep_chance = this_stat * this_stat;
3089 } 2811
3090 lose_this_stat = 1; 2812 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2813 if (keep_chance < 1)
2814 keep_chance = 1;
2815
2816 /* There is a maximum depletion total per level. */
2817 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2818 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2819 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2820 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2821 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2822 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2823 else
3132 if (this_stat >= -50)
3133 { 2824 {
3134 change_attr_value (&(dep->stats), i, -1); 2825 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2826 lose_this_stat = 0;
2827 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2828 this_stat, keep_chance, loss_chance,
2829 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2830 }
3140 } 2831 }
3141 } 2832 }
2833
2834 if (lose_this_stat)
2835 {
2836 this_stat = get_attr_value (&(dep->stats), i);
2837 /* We could try to do something clever like find another
2838 * stat to reduce if this fails. But chances are, if
2839 * stats have been depleted to -50, all are pretty low
2840 * and should be roughly the same, so it shouldn't make a
2841 * difference.
2842 */
2843 if (this_stat >= -50)
2844 {
2845 change_attr_value (&(dep->stats), i, -1);
2846 SET_FLAG (dep, FLAG_APPLIED);
2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2848 op->update_stats ();
2849 lost_a_stat = 1;
2850 }
3142 } 2851 }
2852 }
2853 }
3143 /* If no stat lost, tell the player. */ 2854 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2855 if (!lost_a_stat)
3145 { 2856 {
3146 /* determine_god() seems to not work sometimes... why is this? 2857 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2858 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2859 const char *god = determine_god (op);
3149 2860
3150 if (god && (strcmp (god, "none"))) 2861 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2862 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2863 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2864 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2865 }
3155#else 2866#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2867 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2868#endif
3158 2869
3159 /* Put a gravestone up where the character 'almost' died. List the 2870 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2871 * exp loss on the stone.
3161 */ 2872 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2873 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2874 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2875 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2876 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2877 tmp->name_pl = buf;
3167 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); 2878 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);
3168 tmp->msg = buf; 2879 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2880 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2881 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2882
3172 /**************************************/ 2883 /**************************************/
3173 /* */ 2884 /* */
3174 /* Subtract the experience points, */ 2885 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2886 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2887 /* food, and reset HP's... */
3177 /* */ 2888 /* */
3178 /**************************************/ 2889 /**************************************/
3179 2890
3180 /* remove any poisoning and confusion the character may be suffering. */ 2891 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2892 /* restore player */
3182 at = archetype::find ("poisoning"); 2893 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3184 2895
3185 if (tmp) 2896 if (tmp)
3186 { 2897 {
3187 tmp->destroy (); 2898 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2900 }
3190 2901
3191 at = archetype::find ("confusion"); 2902 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2903 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2904 if (tmp)
3194 { 2905 {
3195 tmp->destroy (); 2906 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2907 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2908 }
3198 2909
3199 cure_disease (op, 0); /* remove any disease */ 2910 cure_disease (op, 0); /* remove any disease */
3200 2911
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2912 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2913 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2914 if (op->stats.food < 100)
3204 op->stats.food = 900; 2915 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2916 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2919
3209 /* 2920 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2921 * Check to see if the player is in a shop. IF so, then check to see if
3211 * the player has any unpaid items. If so, remove them and put them back 2922 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2923 * in the map.
3213 */ 2924 */
3214 2925
3215 if (is_in_shop (op)) 2926 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2927 remove_unpaid_objects (op->inv, op);
3217 2928
3218 /****************************************/ 2929 /****************************************/
3219 /* */ 2930 /* */
3220 /* Move player to his current respawn- */ 2931 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2932 /* position (usually last savebed) */
3222 /* */ 2933 /* */
3223 /****************************************/ 2934 /****************************************/
3224 2935
3225 enter_player_savebed (op); 2936 enter_player_savebed (op);
3226 2937
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2938 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2939
3233 /* it is possible that the player has blown something up 2940 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2941 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2942 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2943 * on the space that might harm the player.
3237 */ 2944 */
3238 will_kill_again = 0; 2945 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2946 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2947 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2948 will_kill_again |= tmp->attacktype;
3242 2949
3243 if (will_kill_again) 2950 if (will_kill_again)
3244 { 2951 {
3245 object *force; 2952 object *force;
3246 int at; 2953 int at;
3247 2954
3248 force = get_archetype (FORCE_NAME); 2955 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2956 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2957 force->speed = 0.1;
3251 force->speed_left = -5.0; 2958 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2959 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2960 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2961 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2962 force->resist[at] = 100;
3256 2963
3257 insert_ob_in_ob (force, op); 2964 insert_ob_in_ob (force, op);
3258 fix_player (op); 2965 op->update_stats ();
3259 2966
3260 } 2967 }
3261 2968
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2969 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2970}
3331
3332 2971
3333void 2972void
3334loot_object (object *op) 2973loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2974{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2975 object *tmp, *tmp2, *next;
3337 2976
3338 if (op->container) 2977 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2978
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3344 { 2980 {
3345 next = tmp->below; 2981 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3347 continue; 2984 continue;
2985
3348 tmp->remove (); 2986 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2988
3350 if (tmp->type == CONTAINER) 2989 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2990 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2991
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2993 {
3356 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3357 { 2995 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2997 tmp2->destroy ();
3370/* 3008/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 3011 * was changed.
3374 */ 3012 */
3375
3376void 3013void
3377fix_weight (void) 3014fix_weight (void)
3378{ 3015{
3379 player *pl; 3016 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3017 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3018 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3019
3385 if (old == sum) 3020 if (old == sum)
3386 continue; 3021 continue;
3387 fix_player (pl->ob); 3022 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3023 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3024 }
3390} 3025}
3391 3026
3392void 3027void
3393fix_luck (void) 3028fix_luck (void)
3394{ 3029{
3395 player *pl; 3030 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3031 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3032 pl->ob->change_luck (0);
3400} 3033}
3401
3402 3034
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3035/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3036 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3037 * just treat this as any other spell casting object.
3406 */ 3038 */
3407
3408void 3039void
3409cast_dust (object *op, object *throw_ob, int dir) 3040cast_dust (object *op, object *throw_ob, int dir)
3410{ 3041{
3411 object *skop, *spob; 3042 object *skop, *spob;
3412 3043
3457 object *tmp = NULL; 3088 object *tmp = NULL;
3458 3089
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3091 return 1;
3461 3092
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3093 return 0;
3468} 3094}
3469 3095
3470/* look at the surrounding terrain to determine 3096/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3097 * the hideability of this object. Positive levels
3527 3153
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3154 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3155
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3156 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3157 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3158 if (!skop || num >= skop->level)
3534 { 3159 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3160 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3161 make_visible (op);
3537 return; 3162 return;
3538 } 3163 }
3539 else 3164 else
3540 num += 20; 3165 num += 20;
3541 } 3166
3542 num += op->map->difficulty; 3167 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3168 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3169 num -= hide;
3170
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3171 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3172 {
3547 make_visible (op); 3173 make_visible (op);
3548 if (op->type == PLAYER) 3174 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3175 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3176 }
3551 else if (op->type == PLAYER && skop) 3177 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3178 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3179}
3556 3180
3557/* determine if who is standing near a hostile creature. */ 3181/* determine if who is standing near a hostile creature. */
3558 3182
3559int 3183int
3586 if (mflags & P_OUT_OF_MAP) 3210 if (mflags & P_OUT_OF_MAP)
3587 continue; 3211 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3212 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3213 continue;
3590 3214
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3215 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3216 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3217 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3218 return 1;
3595 else if (tmp->type == PLAYER) 3219 else if (tmp->type == PLAYER)
3596 { 3220 {
3626 if (pl->type != PLAYER) 3250 if (pl->type != PLAYER)
3627 { 3251 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3252 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3253 return -1;
3630 } 3254 }
3255
3631 if (!pl || !op) 3256 if (!pl || !op)
3632 return 0; 3257 return 0;
3633 3258
3634 if (op->head)
3635 {
3636 op = op->head; 3259 op = op->head_ ();
3637 } 3260
3638 get_rangevector (pl, op, &rv, 0x1); 3261 get_rangevector (pl, op, &rv, 0x1);
3639 3262
3640 /* starting with the 'head' part, lets loop 3263 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3264 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3265 * part that is in the los array but isnt on
3650 3273
3651 /* only the viewable area the player sees is updated by LOS 3274 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3275 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3276 * for any meaningful values.
3654 */ 3277 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3278 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3279 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3280 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3281 return 1;
3659 op = op->more; 3282 op = op->more;
3660 } 3283 }
3661 return 0; 3284 return 0;
3662} 3285}
3772 if (trlist == NULL || who->type != PLAYER) 3395 if (trlist == NULL || who->type != PLAYER)
3773 return; 3396 return;
3774 3397
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3399
3777 if (tr == NULL || tr->item == NULL) 3400 if (!tr || !tr->item)
3778 { 3401 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3403 return;
3781 } 3404 }
3782 3405
3848 { 3471 {
3849 /* forces in the treasurelist can alter the player's stats */ 3472 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3473 object *skin;
3851 3474
3852 /* first get the dragon skin force */ 3475 /* first get the dragon skin force */
3476 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3477 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3478 ;
3479
3854 if (skin == NULL) 3480 if (!skin)
3855 return; 3481 return;
3856 3482
3857 /* adding new spellpath attunements */ 3483 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3484 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3485 {
3904 * not readied. 3530 * not readied.
3905 */ 3531 */
3906void 3532void
3907player_unready_range_ob (player *pl, object *ob) 3533player_unready_range_ob (player *pl, object *ob)
3908{ 3534{
3909 rangetype i;
3910
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3912 {
3913 if (pl->ranges[i] == ob) 3536 if (pl->ranges[i] == ob)
3914 { 3537 {
3915 pl->ranges[i] = NULL; 3538 pl->ranges[i] = 0;
3916 if (pl->shoottype == i) 3539 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none; 3540 pl->shoottype = range_none;
3919 }
3920 } 3541 }
3921 }
3922} 3542}
3543
3544sint8
3545player::visibility_at (maptile *map, int x, int y) const
3546{
3547 if (!ns)
3548 return 0;
3549
3550 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0;
3553
3554 x += dx - ns->current_x + ns->mapx / 2;
3555 y += dy - ns->current_y + ns->mapy / 2;
3556
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y];
3561}

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