ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.101 by root, Mon Jan 29 16:11:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 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);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 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);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288}
289
290/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
291static void 154static void
292set_first_map (object *op) 155set_first_map (object *op)
293{ 156{
294 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
295 op->x = -1; 158 op->x = -1;
296 op->y = -1; 159 op->y = -1;
297 enter_exit (op, NULL);
298} 160}
299 161
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->container = 0; //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->container = 0; //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
300/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
301 * 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
302 * mode. 369 * mode.
303 */ 370 */
304 371player *
305int 372player::create ()
306add_player (client_socket *ns)
307{ 373{
308 player *p = new player; 374 player *pl = new player;
309 375
310 p->socket = ns; 376 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob); 377 set_first_map (pl->ob);
319 378
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 379 return pl;
328} 380}
329 381
330/* 382/*
331 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
341 { 393 {
342 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
343 at = first_archetype; 395 at = first_archetype;
344 else 396 else
345 at = at->next; 397 at = at->next;
398
346 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
347 return at; 400 return at;
401
348 if (at == start) 402 if (at == start)
349 { 403 {
350 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 405 exit (-1);
352 } 406 }
353 } 407 }
354} 408}
355 409
356
357object * 410object *
358get_nearest_player (object *mon) 411get_nearest_player (object *mon)
359{ 412{
360 object *op = NULL; 413 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 414 objectlink *ol;
363 unsigned lastdist; 415 unsigned lastdist;
364 rv_vector rv; 416 rv_vector rv;
365 417
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 419 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 427 object *tmp = ol->ob;
376 428
377 /* 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
378 * itself will have been cleared. 430 * itself will have been cleared.
379 */ 431 */
380 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 ());
381 ol = ol->next; 434 ol = ol->next;
382 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
383 if (!ol) 436 if (!ol)
384 return op; 437 return op;
385 } 438 }
398 { 451 {
399 op = ol->ob; 452 op = ol->ob;
400 lastdist = rv.distance; 453 lastdist = rv.distance;
401 } 454 }
402 } 455 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 456
404 { 457 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
409 { 460 {
410 op = pl->ob; 461 op = pl->ob;
411 lastdist = rv.distance; 462 lastdist = rv.distance;
412 } 463 }
413 } 464
414 }
415#if 0 465#if 0
416 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)");
417#endif 467#endif
418 return op; 468 return op;
419} 469}
437 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 489 * is probably not a good thing.
440 */ 490 */
441#define MAX_SPACES 50 491#define MAX_SPACES 50
442
443 492
444/* 493/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
478 x = mon->x; 527 x = mon->x;
479 y = mon->y; 528 y = mon->y;
480 m = mon->map; 529 m = mon->map;
481 dir = rv.direction; 530 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 535 if (diff > max)
486 return 0; 536 return 0;
537
487 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
488 { 539 {
489 lastx = x; 540 lastx = x;
490 lasty = y; 541 lasty = y;
491 lastmap = m; 542 lastmap = m;
573 max--; 624 max--;
574 lastdir = dir; 625 lastdir = dir;
575 if (!firstdir) 626 if (!firstdir)
576 firstdir = dir; 627 firstdir = dir;
577 } 628 }
629
578 if (diff <= 1) 630 if (diff <= 1)
579 { 631 {
580 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 633 * headed toward player for entire distance.
582 */ 634 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 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));
585 } 637 }
638
586 if (diff > max) 639 if (diff > max)
587 return 0; 640 return 0;
588 } 641 }
642
589 /* 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 */
590 if (!max) 644 if (!max)
591 return 0; 645 return 0;
592 646
593 return firstdir; 647 return firstdir;
686 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
687 link_player_skills (pl); 741 link_player_skills (pl);
688} 742}
689 743
690void 744void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 745get_party_password (object *op, partylist *party)
775{ 746{
776 if (party == NULL) 747 if (party == NULL)
777 { 748 {
778 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);
779 return; 750 return;
780 } 751 }
752
781 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
784 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:");
785} 757}
786
787 758
788/* 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. */
789int 760static int
790roll_stat (void) 761roll_stat (void)
791{ 762{
792 int a[4], i, j, k; 763 int a[4], i, j, k;
793 764
794 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
796 767
797 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 769 if (a[i] < k)
799 k = a[i], j = i; 770 k = a[i], j = i;
800 771
801 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 773 if (i != j)
804 k += a[i]; 774 k += a[i];
805 } 775
806 return k; 776 return k;
807} 777}
808 778
809void 779void
810roll_stats (object *op) 780object::roll_stats ()
811{ 781{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 782 int statsort [7];
815 783
816 do 784 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 785 {
827 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
828 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
829 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 796
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
862 804
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 805 stats.exp = 0;
874 op->stats.ac = 0; 806 stats.ac = 0;
875 807
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 808 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
885} 820}
886 821
887void 822void
888Roll_Again (object *op) 823object::swap_stats (int a, int b)
889{ 824{
890 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[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);
893}
894 828
895void 829 stats.Str = contr->orig_stats.Str;
896Swap_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)
897{ 861{
898 signed char tmp;
899 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
900 863
901 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 868}
1016 869
1017/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1021 * not the class. 874 * not the class.
1022 */ 875 */
1023
1024int 876int
1025key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1026{ 878{
1027 int tmp_loop; 879 int tmp_loop;
1028 880
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1036 { 882 {
1037 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1038 884
1039 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 890 create_treasure (tl, op, 0, 0, 0);
1045 891
1046 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1048 894
1049 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1050 896
1051 if (op->msg) 897 if (op->msg)
1052 op->msg = NULL; 898 op->msg = NULL;
1053 899
1054 /* 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
1055 * to save here. 901 * to save here.
1056 */ 902 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf); 904 make_path_to_file (buf);
1059 905
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 906 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 909 link_player_skills (op);
1067 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
1068 fix_player (op); 911 op->update_stats ();
1069 912
1070 /* This moves the player to a different start map, if there 913 /* This moves the player to a different start map, if there
1071 * is one for this race 914 * is one for this race
1072 */ 915 */
1073 if (*first_map_ext_path) 916 if (*first_map_ext_path)
1074 { 917 {
1075 object *tmp; 918 object *tmp;
1076 char mapname[MAX_BUF]; 919 char mapname[MAX_BUF];
1077 920
1078 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);
1079 tmp = object::create (); 922 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 923 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 924 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 925 EXIT_Y (tmp) = op->y;
1083 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;
1084 * if the map isn't there, then stay on the 927 * if the map isn't there, then stay on the
1085 * default initial map */ 928 * default initial map */
1086 tmp->destroy (); 929 tmp->destroy ();
1087 } 930 }
1088 else 931 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 932 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 933
1092 return 0; 934 return 0;
1093 } 935 }
1094 936
1095 /* Following actually changes the race - this is the default command 937 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 938 * if we don't match with one of the options above.
1100 while (!tmp_loop) 942 while (!tmp_loop)
1101 { 943 {
1102 shstr name = op->name; 944 shstr name = op->name;
1103 int x = op->x, y = op->y; 945 int x = op->x, y = op->y;
1104 946
1105 remove_statbonus (op); 947 op->remove_statbonus ();
1106 op->remove (); 948 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 949 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 950 op->arch->clone.copy_to (op);
1109 op->instantiate (); 951 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 952 op->stats = op->contr->orig_stats;
1112 op->x = x; 954 op->x = x;
1113 op->y = y; 955 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 956 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 957 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 958 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 959 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 960 tmp_loop = allowed_class (op);
1119 } 961 }
1120 962
1121 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 964 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 965 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 966 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 967 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 968 op->stats.grace = 0;
1127 969
1128 if (op->msg) 970 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 972
1131 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");
1132 return 0; 974 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 975}
1183 976
1184void 977void
1185flee_player (object *op) 978flee_player (object *op)
1186{ 979{
1216 { 1009 {
1217 op->enemy = NULL; 1010 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1012 return;
1220 } 1013 }
1014
1221 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1222 1016
1223 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1225 { 1019 {
1226 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1227 1021
1228 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)))
1229 {
1230 return; 1023 return;
1231 }
1232 } 1024 }
1025
1233 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1028 op->enemy = NULL;
1236} 1029}
1237 1030
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &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))));
1325 else 1118 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1123 }
1124
1359 /* philosophy: 1125 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1127 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1130 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1559 if (!dir)
1794 { 1560 {
1795 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!");
1796 return 0; 1562 return 0;
1797 } 1563 }
1564
1798 if (op->type == PLAYER) 1565 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1566 bow = op->contr->ranges[range_bow];
1800 else 1567 else
1801 { 1568 {
1802 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1810 { 1577 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1579 return 0;
1813 } 1580 }
1814 } 1581 }
1582
1815 if (!bow->race || !bow->skill) 1583 if (!bow->race || !bow->skill)
1816 { 1584 {
1817 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);
1818 return 0; 1586 return 0;
1819 } 1587 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1590
1823 /* penalize ROF for bestarrow */ 1591 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1826 if (bowspeed < 1) 1595 if (bowspeed < 1)
1827 bowspeed = 1; 1596 bowspeed = 1;
1828 1597
1829 if (arrow == NULL) 1598 if (arrow == NULL)
1830 { 1599 {
1836 else 1605 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1606 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1607 return 0;
1839 } 1608 }
1840 } 1609 }
1610
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1612 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1613 return 0;
1845 } 1614
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1616 {
1848 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.");
1849 return 0; 1618 return 0;
1850 } 1619 }
1856 return 0; 1625 return 0;
1857 } 1626 }
1858 1627
1859 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1630 if (!arrow)
1862 { 1631 {
1863 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);
1864 return 0; 1633 return 0;
1865 } 1634 }
1635
1866 arrow->set_owner (op); 1636 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1638 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1639
1873 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1874 { 1641 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1643 op->update_stats ();
1877 } 1644 }
1878 1645
1879 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1648 arrow->stats.hp = arrow->stats.dam;
1891 1658
1892 /* update the speed */ 1659 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 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;
1895 1662
1896 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1900 1665
1901 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1902 { 1667 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1678 }
1914 1679
1915 if (arrow->attacktype == AT_PHYSICAL) 1680 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1917 1682
1918 if (bow->slaying != NULL) 1683 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1920 1685
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1688
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1927 1691
1928 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1693 move_arrow (arrow);
1930 1694
1931 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1957 } 1721 }
1958 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)
1959 { 1723 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1725 wcmod = -1;
1726
1962 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);
1963 } 1728 }
1964 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
1965 { 1730 {
1966 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);
2036 1801
2037 if (item->arch) 1802 if (item->arch)
2038 { 1803 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2041 item->speed = 0; 1806 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1807 }
1808
2044 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1811 }
2047 } 1812 }
2048 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1814 drain_rod_charge (item);
2051 }
2052 } 1815 }
2053} 1816}
2054 1817
2055/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2056 */ 1819 */
2095 { 1858 {
2096 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
2097 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.");
2098 return; 1861 return;
2099 } 1862 }
1863
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1865 return;
2102 case range_builder: 1866 case range_builder:
2103 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
2104 return; 1868 return;
2105 default: 1869 default:
2199 * 0 otherwise 1963 * 0 otherwise
2200 */ 1964 */
2201static int 1965static int
2202player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2203{ 1967{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2208 */ 1971 */
2209 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2251 */ 2014 */
2252
2253void 2015void
2254move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2255{ 2017{
2256 object *tmp, *mon; 2018 object *tmp, *mon;
2257 sint16 nx, ny; 2019 sint16 nx, ny;
2259 maptile *m; 2021 maptile *m;
2260 2022
2261 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2263 2025
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2265 2027
2266 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2274 */ 2036 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2038 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2040 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2280 if (!m) 2042 if (!m)
2281 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2282 } 2044 }
2283 else 2045 else
2284 m = op->map; 2046 m = op->map;
2285 2047
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2049 return;
2290 }
2291 2050
2292 mon = NULL; 2051 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2055 * on the space
2297 */ 2056 */
2298 while (tmp != NULL) 2057 while (tmp)
2299 { 2058 {
2300 if (tmp == op) 2059 if (tmp == op)
2301 { 2060 {
2302 tmp = tmp->above; 2061 tmp = tmp->above;
2303 continue; 2062 continue;
2313 mon = tmp; 2072 mon = tmp;
2314 2073
2315 tmp = tmp->above; 2074 tmp = tmp->above;
2316 } 2075 }
2317 2076
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2078 return; /* into a wall */
2320 2079
2321 if (mon->head != NULL) 2080 if (mon->head)
2322 mon = mon->head; 2081 mon = mon->head;
2323 2082
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2326 return; 2085 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2108 {
2350 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2110 if (op->contr->braced)
2352 return; 2111 return;
2112
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2116 make_visible (op);
2117
2357 return; 2118 return;
2358 } 2119 }
2359 2120
2360 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2124 * attack them either.
2364 */ 2125 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2129 (op->contr->peaceful
2369 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2370 && mon->contr-> 2131 && mon->contr->
2371 peaceful)) && 2132 peaceful)) &&
2372#else 2133#else
2373 op->contr->peaceful && 2134 op->contr->peaceful &&
2374#endif 2135#endif
2375 !on_battleground)) 2136 !on_battleground))
2376 { 2137 {
2377 if (!op->contr->braced) 2138 if (!op->contr->braced)
2378 { 2139 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2381 } 2142 }
2382 else 2143 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2145
2386 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2147 make_visible (op);
2388 } 2148 }
2389 2149
2390 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2165 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2168 {
2410 2169
2411 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2178
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2180 }
2422 2181
2423 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2424 2183
2425 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2187 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2190 {
2432 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2433 2192
2434 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2437 } 2196 }
2197
2438 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2439 make_visible (op); 2199 make_visible (op);
2440 } 2200 }
2441 } /* if player should attack something */ 2201 } /* if player should attack something */
2442} 2202}
2444int 2204int
2445move_player (object *op, int dir) 2205move_player (object *op, int dir)
2446{ 2206{
2447 int pick; 2207 int pick;
2448 2208
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2210 return 0;
2451 2211
2452 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2454 { 2214 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2216 return 0;
2457 } 2217 }
2458 2218
2459 /* peterm: added following line */ 2219 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2222
2463 op->facing = dir; 2223 op->facing = dir;
2464 2224
2465 if (op->hide) 2225 if (op->hide)
2466 do_hidden_move (op); 2226 do_hidden_move (op);
2477 2237
2478 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2239 * server can handle repeat firing.
2480 */ 2240 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2242 op->direction = dir;
2484 }
2485 else 2243 else
2486 {
2487 op->direction = 0; 2244 op->direction = 0;
2488 } 2245
2489 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2248 * for players.
2492 */ 2249 */
2493 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2545 2302
2546 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2305 * called, so we recheck it here.
2549 */ 2306 */
2550 HandleClient (op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2551 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2552 return 0; 2311 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2313 {
2556 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2315 op->speed_left--;
2558 2316
2559 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2562 */ 2320 */
2563 move_player (op, op->direction); 2321 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2322
2565 return 1; 2323 return op->speed_left > 0;
2566 else 2324 }
2567 return 0;
2568 } 2325 }
2569 2326
2570 return 0; 2327 return 0;
2571} 2328}
2572 2329
2592 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2593 2350
2594 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2595 op->stats.food = 999; 2352 op->stats.food = 999;
2596 2353
2597 fix_player (op); 2354 op->update_stats ();
2598 return 1; 2355 return 1;
2599 } 2356 }
2600 2357
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614{ 2371{
2615 object *next; 2372 object *next;
2616 2373
2617 while (op) 2374 while (op)
2618 { 2375 {
2619 next = op->below; /* Make sure we have a good value, in case 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2377
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2379 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2630 } 2384 }
2631 else if (op->inv) 2385 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2633 2387
2634 op = next; 2388 op = next;
2635 } 2389 }
2636} 2390}
2637
2638 2391
2639/* 2392/*
2640 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2430 strcat (buf2, buf);
2678 2431
2679 return buf2; 2432 return buf2;
2680} 2433}
2681
2682
2683 2434
2684void 2435void
2685do_some_living (object *op) 2436do_some_living (object *op)
2686{ 2437{
2687 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2696 const int max_grace = 1; 2447 const int max_grace = 1;
2697 2448
2698 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2699 { 2450 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2454 }
2704 2455
2705 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2706 { 2457 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2462 else
2713 { 2463 {
2714 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2466 }
2467
2717 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2470 else
2720 { 2471 {
2721 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2474 }
2475
2724 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2478 else
2727 { 2479 {
2728 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2498 op->stats.food = last_food;
2747 } 2499 }
2748 } 2500 }
2501
2749 if (max_sp > 1) 2502 if (max_sp > 1)
2750 { 2503 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2505 if (over_sp > 0)
2753 { 2506 {
2754 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2755 { 2508 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2512 op->stats.sp--;
2513
2759 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2761 } 2516 }
2762 op->last_sp = 0; 2517 op->last_sp = 0;
2763 } 2518 }
2764 else 2519 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2521 }
2769 else 2522 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2524 }
2774 2525
2775 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2778 { 2529 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2781 if (max_grace > 1) 2533 if (max_grace > 1)
2782 { 2534 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2536 if (over_grace > 0)
2785 { 2537 {
2813 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2567 op->stats.food = last_food;
2816 } 2568 }
2817 } 2569 }
2570
2818 if (max_hp > 1) 2571 if (max_hp > 1)
2819 { 2572 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2574 if (over_hp > 0)
2822 { 2575 {
2846 2599
2847 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2602 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2851 /* dms do not consume food */ 2605 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2607 op->stats.food--;
2854 } 2608 }
2855 }
2856 2609
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2611 {
2859 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2860 2613
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2615 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2623 break;
2871 } 2624 }
2872 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2873 flesh = tmp; 2626 flesh = tmp;
2874 } /* End if paid for object */ 2627 } /* End if paid for object */
2875 } /* end of for loop */ 2628 } /* end of for loop */
2629
2876 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2631 * eat flesh instead.
2878 */ 2632 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2634 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2883 } 2637 }
2884 } /* end if player is starving */ 2638 }
2885 2639
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2888 2642
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2644 kill_player (op);
2645 }
2891} 2646}
2892
2893
2894 2647
2895/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2651 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2683
2931 /* restore player */ 2684 /* restore player */
2932 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2687 {
2936 tmp->destroy (); 2688 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2690 }
2939 2691
2940 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2694 {
2944 tmp->destroy (); 2695 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2697 }
2947 2698
2949 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2702 op->stats.food = 999;
2952 2703
2953 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2706 {
2957 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2708 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2712 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2965 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2716 }
2968 2717
2969 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2720 op->contr->braced = 0;
2976 2725
2977 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2978 2727
2979 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2980 { 2729 {
2981 if (op->contr->explore)
2982 {
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2985 op->stats.food = 999;
2986 return;
2987 }
2988 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2990 } 2732 }
2991 else 2733 else
2992 {
2993 if (op->contr->explore)
2994 {
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3001 } 2735
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2737
3004 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3005 x = op->x; 2739 x = op->x;
3006 y = op->y; 2740 y = op->y;
3007 map = op->map; 2741 map = op->map;
3008 2742
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
3015 */ 2746 */
3016 2747
3017 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2750 * of death.
3020 */ 2751 */
3021#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3023 { 2754 {
3024 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2757 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2760 little bit harder. */
3030 /* GD */ 2761 /* GD */
3031 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2763 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2764 else
3037 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3038 num_stats_lose = 1; 2768 num_stats_lose = 1;
3039 } 2769
3040 lost_a_stat = 0; 2770 lost_a_stat = 0;
3041 2771
3042 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3043 { 2773 {
3044 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3045 2775
3046 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3047 { 2777 {
3048 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2779 * what he lost.
3050 */ 2780 */
3051 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2786 lost_a_stat = 1;
2787 }
2788 else
2789 {
2790 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion");
2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2796 {
2797 dep = arch_to_object (deparch);
2798 insert_ob_in_ob (dep, op);
3057 } 2799 }
3058 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3059 { 2802 {
3060 /* deplete a stat */ 2803 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3062 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3063 2806 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2807 {
3067 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3069 } 2810
3070 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2817 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2818 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2820 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2821 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2822 else
3112 if (this_stat >= -50)
3113 { 2823 {
3114 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2829 }
3120 } 2830 }
3121 } 2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2843 {
2844 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats ();
2848 lost_a_stat = 1;
2849 }
3122 } 2850 }
2851 }
2852 }
3123 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2854 if (!lost_a_stat)
3125 { 2855 {
3126 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3129 2859
3130 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2862 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2864 }
3135#else 2865#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2867#endif
3138 2868
3139 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2870 * exp loss on the stone.
3141 */ 2871 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2874 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3147 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); 2877 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);
3148 tmp->msg = buf; 2878 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2881
3152 /**************************************/ 2882 /**************************************/
3153 /* */ 2883 /* */
3154 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3157 /* */ 2887 /* */
3158 /**************************************/ 2888 /**************************************/
3159 2889
3160 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2891 /* restore player */
3162 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3164 2894
3165 if (tmp) 2895 if (tmp)
3166 { 2896 {
3167 tmp->destroy (); 2897 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2899 }
3170 2900
3171 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2903 if (tmp)
3174 { 2904 {
3175 tmp->destroy (); 2905 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2907 }
3178 2908
3179 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3180 2910
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3184 op->stats.food = 900; 2914 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2918
3189 /* 2919 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
3191 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2922 * in the map.
3193 */ 2923 */
3194 2924
3195 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3197 2927
3198 /****************************************/ 2928 /****************************************/
3199 /* */ 2929 /* */
3200 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3202 /* */ 2932 /* */
3203 /****************************************/ 2933 /****************************************/
3204 2934
3205 enter_player_savebed (op); 2935 enter_player_savebed (op);
3206 2936
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2937 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2938
3213 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2942 * on the space that might harm the player.
3217 */ 2943 */
3218 will_kill_again = 0; 2944 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3222 2948
3223 if (will_kill_again) 2949 if (will_kill_again)
3224 { 2950 {
3225 object *force; 2951 object *force;
3226 int at; 2952 int at;
3227 2953
3228 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2956 force->speed = 0.1;
3231 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2961 force->resist[at] = 100;
3236 2962
3237 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3238 fix_player (op); 2964 op->update_stats ();
3239 2965
3240 } 2966 }
3241 2967
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2969}
3311
3312 2970
3313void 2971void
3314loot_object (object *op) 2972loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3317 2975
3318 if (op->container) 2976 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 2978
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3324 { 2980 {
3325 next = tmp->below; 2981 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3327 continue; 2984 continue;
2985
3328 tmp->remove (); 2986 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2989 { /* empty container to ground */
3332 loot_object (tmp); 2990 loot_object (tmp);
3333 } 2991 }
3334 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))))
3335 { 2993 {
3336 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3337 { 2995 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2997 tmp2->destroy ();
3354 */ 3012 */
3355 3013
3356void 3014void
3357fix_weight (void) 3015fix_weight (void)
3358{ 3016{
3359 player *pl; 3017 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3018 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3020
3365 if (old == sum) 3021 if (old == sum)
3366 continue; 3022 continue;
3367 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3025 }
3370} 3026}
3371 3027
3372void 3028void
3373fix_luck (void) 3029fix_luck (void)
3374{ 3030{
3375 player *pl; 3031 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3380} 3034}
3381
3382 3035
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3386 */ 3039 */
3387
3388void 3040void
3389cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3390{ 3042{
3391 object *skop, *spob; 3043 object *skop, *spob;
3392 3044
3437 object *tmp = NULL; 3089 object *tmp = NULL;
3438 3090
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3092 return 1;
3441 3093
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3094 return 0;
3448} 3095}
3449 3096
3450/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3507 3154
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3156
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3514 { 3160 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3162 make_visible (op);
3517 return; 3163 return;
3518 } 3164 }
3519 else 3165 else
3520 num += 20; 3166 num += 20;
3521 } 3167
3522 num += op->map->difficulty; 3168 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3170 num -= hide;
3171
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3173 {
3527 make_visible (op); 3174 make_visible (op);
3528 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3177 }
3531 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3180}
3536 3181
3537/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3538 3183
3539int 3184int
3566 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3567 continue; 3212 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3214 continue;
3570 3215
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3217 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3219 return 1;
3575 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3576 { 3221 {
3606 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3607 { 3252 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3254 return -1;
3610 } 3255 }
3256
3611 if (!pl || !op) 3257 if (!pl || !op)
3612 return 0; 3258 return 0;
3613 3259
3614 if (op->head)
3615 {
3616 op = op->head; 3260 op = op->head_ ();
3617 } 3261
3618 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3619 3263
3620 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3265 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3630 3274
3631 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3276 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3277 * for any meaningful values.
3634 */ 3278 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3282 return 1;
3639 op = op->more; 3283 op = op->more;
3640 } 3284 }
3641 return 0; 3285 return 0;
3642} 3286}
3752 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3753 return; 3397 return;
3754 3398
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3400
3757 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3758 { 3402 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3404 return;
3761 } 3405 }
3762 3406
3828 { 3472 {
3829 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3474 object *skin;
3831 3475
3832 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479 ;
3480
3834 if (skin == NULL) 3481 if (!skin)
3835 return; 3482 return;
3836 3483
3837 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3486 {
3884 * not readied. 3531 * not readied.
3885 */ 3532 */
3886void 3533void
3887player_unready_range_ob (player *pl, object *ob) 3534player_unready_range_ob (player *pl, object *ob)
3888{ 3535{
3889 rangetype i;
3890
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3892 {
3893 if (pl->ranges[i] == ob) 3537 if (pl->ranges[i] == ob)
3894 { 3538 {
3895 pl->ranges[i] = NULL; 3539 pl->ranges[i] = 0;
3896 if (pl->shoottype == i) 3540 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none; 3541 pl->shoottype = range_none;
3899 }
3900 } 3542 }
3901 }
3902} 3543}
3544
3545sint8
3546player::visibility_at (maptile *map, int x, int y) const
3547{
3548 if (!ns)
3549 return 0;
3550
3551 int dx, dy;
3552 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3553 return 0;
3554
3555 x += dx - ns->current_x + ns->mapx / 2;
3556 y += dy - ns->current_y + ns->mapy / 2;
3557
3558 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3559 return 0;
3560
3561 return 100 - blocked_los [x][y];
3562}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines