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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.104 by root, Fri Feb 16 19:43:41 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))
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 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 ob->close_container (); //TODO: client-specific
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311}
312
313player::player ()
314{
315 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point.
317 */
318 outputs_sync = 16; /* Every 2 seconds */
319 outputs_count = 8; /* Keeps present behaviour */
320 unapply = unapply_nochoice;
321
322 savebed_map = first_map_path; /* Init. respawn position */
323
324 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
300/* Tries to add player on the connection passwd in ns. 354/* 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 355 * All we can really get in this is some settings like host and display
302 * mode. 356 * mode.
303 */ 357 */
304 358player *
305int 359player::create ()
306add_player (client_socket *ns)
307{ 360{
308 player *p = new player; 361 player *pl = new player;
309 362
310 p->socket = ns; 363 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 364
313 p->next = first_player; 365 pl->ob->roll_stats ();
314 first_player = p; 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
315 368
316 p = get_player (p);
317
318 set_first_map (p->ob); 369 set_first_map (pl->ob);
319 370
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; 371 return pl;
328} 372}
329 373
330/* 374/*
331 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
341 { 385 {
342 if (at == NULL || at->next == NULL) 386 if (at == NULL || at->next == NULL)
343 at = first_archetype; 387 at = first_archetype;
344 else 388 else
345 at = at->next; 389 at = at->next;
390
346 if (at->clone.type == PLAYER) 391 if (at->clone.type == PLAYER)
347 return at; 392 return at;
393
348 if (at == start) 394 if (at == start)
349 { 395 {
350 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 397 exit (-1);
352 } 398 }
353 } 399 }
354} 400}
355 401
356
357object * 402object *
358get_nearest_player (object *mon) 403get_nearest_player (object *mon)
359{ 404{
360 object *op = NULL; 405 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 406 objectlink *ol;
363 unsigned lastdist; 407 unsigned lastdist;
364 rv_vector rv; 408 rv_vector rv;
365 409
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 411 {
368 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 419 object *tmp = ol->ob;
376 420
377 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 422 * itself will have been cleared.
379 */ 423 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
381 ol = ol->next; 426 ol = ol->next;
382 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
383 if (!ol) 428 if (!ol)
384 return op; 429 return op;
385 } 430 }
398 { 443 {
399 op = ol->ob; 444 op = ol->ob;
400 lastdist = rv.distance; 445 lastdist = rv.distance;
401 } 446 }
402 } 447 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 448
404 { 449 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
409 { 452 {
410 op = pl->ob; 453 op = pl->ob;
411 lastdist = rv.distance; 454 lastdist = rv.distance;
412 } 455 }
413 } 456
414 }
415#if 0 457#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 459#endif
418 return op; 460 return op;
419} 461}
437 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 481 * is probably not a good thing.
440 */ 482 */
441#define MAX_SPACES 50 483#define MAX_SPACES 50
442
443 484
444/* 485/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 519 x = mon->x;
479 y = mon->y; 520 y = mon->y;
480 m = mon->map; 521 m = mon->map;
481 dir = rv.direction; 522 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 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); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
484 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 527 if (diff > max)
486 return 0; 528 return 0;
529
487 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
488 { 531 {
489 lastx = x; 532 lastx = x;
490 lasty = y; 533 lasty = y;
491 lastmap = m; 534 lastmap = m;
573 max--; 616 max--;
574 lastdir = dir; 617 lastdir = dir;
575 if (!firstdir) 618 if (!firstdir)
576 firstdir = dir; 619 firstdir = dir;
577 } 620 }
621
578 if (diff <= 1) 622 if (diff <= 1)
579 { 623 {
580 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 625 * headed toward player for entire distance.
582 */ 626 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 629 }
630
586 if (diff > max) 631 if (diff > max)
587 return 0; 632 return 0;
588 } 633 }
634
589 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
590 if (!max) 636 if (!max)
591 return 0; 637 return 0;
592 638
593 return firstdir; 639 return firstdir;
686 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
687 link_player_skills (pl); 733 link_player_skills (pl);
688} 734}
689 735
690void 736void
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) 737get_party_password (object *op, partylist *party)
775{ 738{
776 if (party == NULL) 739 if (party == NULL)
777 { 740 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 742 return;
780 } 743 }
744
781 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 749}
786
787 750
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 752static int
790roll_stat (void) 753roll_stat (void)
791{ 754{
792 int a[4], i, j, k; 755 int a[4], i, j, k;
793 756
794 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
796 759
797 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 761 if (a[i] < k)
799 k = a[i], j = i; 762 k = a[i], j = i;
800 763
801 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 765 if (i != j)
804 k += a[i]; 766 k += a[i];
805 } 767
806 return k; 768 return k;
807} 769}
808 770
809void 771void
810roll_stats (object *op) 772object::roll_stats ()
811{ 773{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 774 int statsort [7];
815 775
816 do 776 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 } 777 {
827 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
828 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
829 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 787 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;
837 788
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]; 789 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
862 796
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; 797 stats.exp = 0;
874 op->stats.ac = 0; 798 stats.ac = 0;
875 799
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; 800 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
884 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
885} 812}
886 813
887void 814void
888Roll_Again (object *op) 815object::swap_stats (int a, int b)
889{ 816{
890 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 818 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)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 820
895void 821 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
897{ 853{
898 signed char tmp;
899 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
900 855
901 if (op->contr->Swap_First == -1) 856 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); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 858 //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); 859 //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} 860}
1016 861
1017/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1021 * not the class. 866 * not the class.
1022 */ 867 */
1023
1024int 868int
1025key_change_class (object *op, char key) 869key_change_class (object *op, char key)
1026{ 870{
1027 int tmp_loop; 871 int tmp_loop;
1028 872
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 873 if (key == 'd' || key == 'D')
1036 { 874 {
1037 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
1038 876
1039 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, op, 0, 0, 0);
1045 883
1046 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, op->contr);
1048 886
1049 op->contr->state = ST_PLAYING; 887 op->contr->ns->state = ST_PLAYING;
1050 888
1051 if (op->msg) 889 if (op->msg)
1052 op->msg = NULL; 890 op->msg = NULL;
1053 891
1054 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1055 * to save here. 893 * to save here.
1056 */ 894 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf); 896 make_path_to_file (buf);
1059 897
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 898 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 900 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 901 link_player_skills (op);
1067 esrv_send_inventory (op, op); 902 esrv_send_inventory (op, op);
1068 fix_player (op); 903 op->update_stats ();
1069 904
1070 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1071 * is one for this race 906 * is one for this race
1072 */ 907 */
1073 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1074 { 909 {
1075 object *tmp; 910 object *tmp;
1076 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1077 912
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1079 tmp = object::create (); 914 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 op->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1085 * default initial map */ 920 * default initial map */
1086 tmp->destroy (); 921 tmp->destroy ();
1087 } 922 }
1088 else 923 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 925
1092 return 0; 926 return 0;
1093 } 927 }
1094 928
1095 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1100 while (!tmp_loop) 934 while (!tmp_loop)
1101 { 935 {
1102 shstr name = op->name; 936 shstr name = op->name;
1103 int x = op->x, y = op->y; 937 int x = op->x, y = op->y;
1104 938
1105 remove_statbonus (op); 939 op->remove_statbonus ();
1106 op->remove (); 940 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 941 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 942 op->arch->clone.copy_to (op);
1109 op->instantiate (); 943 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 944 op->stats = op->contr->orig_stats;
1112 op->x = x; 946 op->x = x;
1113 op->y = y; 947 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 950 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 951 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 952 tmp_loop = allowed_class (op);
1119 } 953 }
1120 954
1121 update_object (op, UP_OBJ_FACE); 955 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 957 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 958 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 959 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 960 op->stats.grace = 0;
1127 961
1128 if (op->msg) 962 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 963 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 964
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 965 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; 966 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} 967}
1183 968
1184void 969void
1185flee_player (object *op) 970flee_player (object *op)
1186{ 971{
1216 { 1001 {
1217 op->enemy = NULL; 1002 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1004 return;
1220 } 1005 }
1006
1221 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1222 1008
1223 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1225 { 1011 {
1226 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1227 1013
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1015 return;
1231 }
1232 } 1016 }
1017
1233 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1020 op->enemy = NULL;
1236} 1021}
1237 1022
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 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)))); 1109 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1110 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 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)))); 1112 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1114 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 } 1115 }
1116
1359 /* philosophy: 1117 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1118 * 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 1119 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1120 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1121 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1122 * example.
1365 * The drawback: right now it has no frontend, so you need to 1123 * 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 1124 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1125 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1376 * found object is returned.
1619 */ 1377 */
1620object * 1378object *
1621find_arrow (object *op, const char *type) 1379find_arrow (object *op, const char *type)
1622{ 1380{
1623 object *tmp = NULL; 1381 object *tmp = 0;
1624 1382
1625 for (op = op->inv; op; op = op->below) 1383 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1384 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1385 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1386 else if (op->type == ARROW && op->race == type)
1629 return op; 1387 return op;
1388
1630 return tmp; 1389 return tmp;
1631} 1390}
1632 1391
1633/* 1392/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1393 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1394 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1395 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1396 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1397 */
1639
1640object * 1398object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1399find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1400{
1643 object *tmp = NULL, *arrow, *ntmp; 1401 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1402 int attacknum, attacktype, betterby = 0, i;
1793 if (!dir) 1551 if (!dir)
1794 { 1552 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1553 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1554 return 0;
1797 } 1555 }
1556
1798 if (op->type == PLAYER) 1557 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1558 bow = op->contr->ranges[range_bow];
1800 else 1559 else
1801 { 1560 {
1802 for (bow = op->inv; bow; bow = bow->below) 1561 for (bow = op->inv; bow; bow = bow->below)
1810 { 1569 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1570 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1571 return 0;
1813 } 1572 }
1814 } 1573 }
1574
1815 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1816 { 1576 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1578 return 0;
1819 } 1579 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1581 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1582
1823 /* penalize ROF for bestarrow */ 1583 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1584 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1585 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586
1826 if (bowspeed < 1) 1587 if (bowspeed < 1)
1827 bowspeed = 1; 1588 bowspeed = 1;
1828 1589
1829 if (arrow == NULL) 1590 if (arrow == NULL)
1830 { 1591 {
1836 else 1597 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1599 return 0;
1839 } 1600 }
1840 } 1601 }
1602
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1604 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1605 return 0;
1845 } 1606
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1607 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1608 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1609 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1610 return 0;
1850 } 1611 }
1856 return 0; 1617 return 0;
1857 } 1618 }
1858 1619
1859 left = arrow; /* these are arrows left to the player */ 1620 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1621 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1622 if (!arrow)
1862 { 1623 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1625 return 0;
1865 } 1626 }
1627
1866 arrow->set_owner (op); 1628 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1629 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1630 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1631
1873 if (op->type == PLAYER) 1632 if (op->type == PLAYER)
1874 { 1633 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1635 op->update_stats ();
1877 } 1636 }
1878 1637
1879 SET_ANIMATION (arrow, arrow->direction); 1638 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1891 1650
1892 /* update the speed */ 1651 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1652 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; 1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1654
1896 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1900 1657
1901 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1902 { 1659 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1670 }
1914 1671
1915 if (arrow->attacktype == AT_PHYSICAL) 1672 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1673 arrow->attacktype |= bow->attacktype;
1917 1674
1918 if (bow->slaying != NULL) 1675 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1920 1677
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1680
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1682 m->insert (arrow, sx, sy, op);
1927 1683
1928 if (!arrow->destroyed ()) 1684 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1685 move_arrow (arrow);
1930 1686
1931 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1957 } 1713 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1715 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1717 wcmod = -1;
1718
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1720 }
1964 else if (op->contr->bowtype == bow_threewide) 1721 else if (op->contr->bowtype == bow_threewide)
1965 { 1722 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 1793
2037 if (item->arch) 1794 if (item->arch)
2038 { 1795 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1797 item->face = item->arch->clone.face;
2041 item->speed = 0; 1798 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1799 }
1800
2044 if ((tmp = is_player_inv (item))) 1801 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1803 }
2047 } 1804 }
2048 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1806 drain_rod_charge (item);
2051 }
2052 } 1807 }
2053} 1808}
2054 1809
2055/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
2056 */ 1811 */
2095 { 1850 {
2096 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return; 1853 return;
2099 } 1854 }
1855
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1856 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1857 return;
2102 case range_builder: 1858 case range_builder:
2103 apply_map_builder (op, dir); 1859 apply_map_builder (op, dir);
2104 return; 1860 return;
2105 default: 1861 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return; 1863 return;
2108 } 1864 }
2109} 1865}
2110
2111
2112 1866
2113/* find_key 1867/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1868 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1869 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1870 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1872 * pl is the player,
2119 * inv is the objects inventory to searched 1873 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1874 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1875 * This function can be called recursively to search containers.
2122 */ 1876 */
2123
2124object * 1877object *
2125find_key (object *pl, object *container, object *door) 1878find_key (object *pl, object *container, object *door)
2126{ 1879{
2127 object *tmp, *key; 1880 object *tmp, *key;
2128 1881
2129 /* Should not happen, but sanity checking is never bad */ 1882 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1883 if (!container->inv)
2131 return NULL; 1884 return 0;
2132 1885
2133 /* First, lets try to find a key in the top level inventory */ 1886 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1888 {
2136 if (door->type == DOOR && tmp->type == KEY) 1889 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1890 break;
2138 /* For sanity, we should really check door type, but other stuff 1891 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1892 * (like containers) can be locked with special keys
2140 */ 1893 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1895 break;
2143 } 1896 }
1897
2144 /* No key found - lets search inventories now */ 1898 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1899 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1900 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1901 * a key, return
2148 */ 1902 */
2149 if (!tmp) 1903 if (!tmp)
2150 { 1904 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1905 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1906 {
2153 /* No reason to search empty containers */ 1907 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1908 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1909 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1910 if ((key = find_key (pl, tmp, door)))
2157 return key; 1911 return key;
2158 } 1912 }
2159 } 1913 }
1914
2160 if (!tmp) 1915 if (!tmp)
2161 return NULL; 1916 return NULL;
2162 } 1917 }
1918
2163 /* We get down here if we have found a key. Now if its in a container, 1919 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1920 * see if we actually want to use it
2165 */ 1921 */
2166 if (pl != container) 1922 if (pl != container)
2167 { 1923 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1944 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1946 return NULL;
2191 } 1947 }
2192 } 1948 }
1949
2193 return tmp; 1950 return tmp;
2194} 1951}
2195 1952
2196/* moved door processing out of move_player_attack. 1953/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1954 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1956 * 0 otherwise
2200 */ 1957 */
2201static int 1958static int
2202player_attack_door (object *op, object *door) 1959player_attack_door (object *op, object *door)
2203{ 1960{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1961 /* 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 - 1962 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1963 * otherwise, we fall through to the rest of the code.
2208 */ 1964 */
2209 object *key = find_key (op, op, door); 1965 object *key = find_key (op, op, door);
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
2218 make_visible (op); 1974 make_visible (op);
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1976 spring_trap (door->inv, op);
1977
2221 if (door->type == DOOR) 1978 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2226 { 1981 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1982 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1983 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1984 }
1985
2230 /* Do this after we print the message */ 1986 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1987 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1988 /* Need to update the weight the container the key was in */
2233 if (container != op) 1989 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1990 esrv_update_item (UPD_WEIGHT, op, container);
1991
2235 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
2236 } 1993 }
2237 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2238 { 1995 {
2239 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 1998 return 1;
2242 } 1999 }
2000
2243 return 0; 2001 return 0;
2244} 2002}
2245 2003
2246/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2251 */ 2009 */
2252
2253void 2010void
2254move_player_attack (object *op, int dir) 2011move_player_attack (object *op, int dir)
2255{ 2012{
2256 object *tmp, *mon; 2013 object *tmp, *mon;
2257 sint16 nx, ny; 2014 sint16 nx, ny;
2259 maptile *m; 2016 maptile *m;
2260 2017
2261 nx = freearr_x[dir] + op->x; 2018 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2019 ny = freearr_y[dir] + op->y;
2263 2020
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2265 2022
2266 /* If braced, or can't move to the square, and it is not out of the 2023 /* 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 2024 * 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 2025 * 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 2026 * player. This is a pretty nasty hack, because if we could
2274 */ 2031 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2033 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2035 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2280 if (!m) 2037 if (!m)
2281 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2282 } 2039 }
2283 else 2040 else
2284 m = op->map; 2041 m = op->map;
2285 2042
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2043 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; 2044 return;
2290 }
2291 2045
2292 mon = NULL; 2046 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* 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. 2048 * 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 2049 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2050 * on the space
2297 */ 2051 */
2298 while (tmp != NULL) 2052 while (tmp)
2299 { 2053 {
2300 if (tmp == op) 2054 if (tmp == op)
2301 { 2055 {
2302 tmp = tmp->above; 2056 tmp = tmp->above;
2303 continue; 2057 continue;
2313 mon = tmp; 2067 mon = tmp;
2314 2068
2315 tmp = tmp->above; 2069 tmp = tmp->above;
2316 } 2070 }
2317 2071
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2073 return; /* into a wall */
2320 2074
2321 if (mon->head != NULL) 2075 if (mon->head)
2322 mon = mon->head; 2076 mon = mon->head;
2323 2077
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2326 return; 2080 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2103 {
2350 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2105 if (op->contr->braced)
2352 return; 2106 return;
2107
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2111 make_visible (op);
2112
2357 return; 2113 return;
2358 } 2114 }
2359 2115
2360 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2119 * attack them either.
2364 */ 2120 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2124 (op->contr->peaceful
2369 || (mon->type == PLAYER 2125 || (mon->type == PLAYER
2370 && mon->contr-> 2126 && mon->contr->
2371 peaceful)) && 2127 peaceful)) &&
2372#else 2128#else
2373 op->contr->peaceful && 2129 op->contr->peaceful &&
2374#endif 2130#endif
2375 !on_battleground)) 2131 !on_battleground))
2376 { 2132 {
2377 if (!op->contr->braced) 2133 if (!op->contr->braced)
2378 { 2134 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2381 } 2137 }
2382 else 2138 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2140
2386 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2142 make_visible (op);
2388 } 2143 }
2389 2144
2390 /* If the object is a boulder or other rollable object, then 2145 /* 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 2156 * 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: 2157 * 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 2158 * 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. 2159 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2160 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 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))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2163 {
2410 2164
2411 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2173
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2175 }
2422 2176
2423 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2424 2178
2425 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2182 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2185 {
2432 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2433 2187
2434 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2437 } 2191 }
2192
2438 if (action_makes_visible (op)) 2193 if (action_makes_visible (op))
2439 make_visible (op); 2194 make_visible (op);
2440 } 2195 }
2441 } /* if player should attack something */ 2196 } /* if player should attack something */
2442} 2197}
2444int 2199int
2445move_player (object *op, int dir) 2200move_player (object *op, int dir)
2446{ 2201{
2447 int pick; 2202 int pick;
2448 2203
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2205 return 0;
2451 2206
2452 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2454 { 2209 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2211 return 0;
2457 } 2212 }
2458 2213
2459 /* peterm: added following line */ 2214 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2217
2463 op->facing = dir; 2218 op->facing = dir;
2464 2219
2465 if (op->hide) 2220 if (op->hide)
2466 do_hidden_move (op); 2221 do_hidden_move (op);
2477 2232
2478 /* Add special check for newcs players and fire on - this way, the 2233 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2234 * server can handle repeat firing.
2480 */ 2235 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2237 op->direction = dir;
2484 }
2485 else 2238 else
2486 {
2487 op->direction = 0; 2239 op->direction = 0;
2488 } 2240
2489 /* Update how the player looks. Use the facing, so direction may 2241 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2242 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2243 * for players.
2492 */ 2244 */
2493 animate_object (op, op->facing); 2245 animate_object (op, op->facing);
2545 2297
2546 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2300 * called, so we recheck it here.
2549 */ 2301 */
2550 HandleClient (op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2551 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2552 return 0; 2306 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2308 {
2556 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2310 op->speed_left--;
2558 2311
2559 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2562 */ 2315 */
2563 move_player (op, op->direction); 2316 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2317
2565 return 1; 2318 return op->speed_left > 0;
2566 else 2319 }
2567 return 0;
2568 } 2320 }
2569 2321
2570 return 0; 2322 return 0;
2571} 2323}
2572 2324
2592 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2593 2345
2594 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2595 op->stats.food = 999; 2347 op->stats.food = 999;
2596 2348
2597 fix_player (op); 2349 op->update_stats ();
2598 return 1; 2350 return 1;
2599 } 2351 }
2600 2352
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2362 * from.
2611 */ 2363 */
2612void 2364void
2613remove_unpaid_objects (object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2614{ 2366{
2615 object *next;
2616
2617 while (op) 2367 while (op)
2618 { 2368 {
2619 next = op->below; /* Make sure we have a good value, in case 2369 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2370
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2371 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2372 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2373 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2374 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2375
2376 op->insert_at (env);
2630 } 2377 }
2631 else if (op->inv) 2378 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2379 remove_unpaid_objects (op->inv, env);
2633 2380
2634 op = next; 2381 op = next;
2635 } 2382 }
2636} 2383}
2637
2638 2384
2639/* 2385/*
2640 * Returns pointer a static string containing gravestone text 2386 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2387 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2388 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2423 strcat (buf2, buf);
2678 2424
2679 return buf2; 2425 return buf2;
2680} 2426}
2681
2682
2683 2427
2684void 2428void
2685do_some_living (object *op) 2429do_some_living (object *op)
2686{ 2430{
2687 int last_food = op->stats.food; 2431 int last_food = op->stats.food;
2696 const int max_grace = 1; 2440 const int max_grace = 1;
2697 2441
2698 if (op->contr->outputs_sync) 2442 if (op->contr->outputs_sync)
2699 { 2443 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 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) 2445 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]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2447 }
2704 2448
2705 if (op->contr->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2706 { 2450 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2452 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2453 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2455 else
2713 { 2456 {
2714 gen_hp = op->stats.maxhp; 2457 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2459 }
2460
2717 if (op->contr->gen_sp >= 0) 2461 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2463 else
2720 { 2464 {
2721 gen_sp = op->stats.maxsp; 2465 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2467 }
2468
2724 if (op->contr->gen_grace >= 0) 2469 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2471 else
2727 { 2472 {
2728 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2489 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2491 op->stats.food = last_food;
2747 } 2492 }
2748 } 2493 }
2494
2749 if (max_sp > 1) 2495 if (max_sp > 1)
2750 { 2496 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2497 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2498 if (over_sp > 0)
2753 { 2499 {
2754 if (op->stats.sp < op->stats.maxsp) 2500 if (op->stats.sp < op->stats.maxsp)
2755 { 2501 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2505 op->stats.sp--;
2506
2759 if (op->stats.sp > op->stats.maxsp) 2507 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2508 op->stats.sp = op->stats.maxsp;
2761 } 2509 }
2762 op->last_sp = 0; 2510 op->last_sp = 0;
2763 } 2511 }
2764 else 2512 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2514 }
2769 else 2515 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2517 }
2774 2518
2775 /* Regenerate Grace */ 2519 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2521 if (--op->last_grace < 0)
2778 { 2522 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2523 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2781 if (max_grace > 1) 2526 if (max_grace > 1)
2782 { 2527 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2529 if (over_grace > 0)
2785 { 2530 {
2813 op->stats.food += op->contr->digestion; 2558 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2560 op->stats.food = last_food;
2816 } 2561 }
2817 } 2562 }
2563
2818 if (max_hp > 1) 2564 if (max_hp > 1)
2819 { 2565 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2567 if (over_hp > 0)
2822 { 2568 {
2846 2592
2847 if (op->contr->gen_hp > 0) 2593 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2595 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2851 /* dms do not consume food */ 2598 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2600 op->stats.food--;
2854 } 2601 }
2855 }
2856 2602
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2604 {
2859 object *tmp, *flesh = NULL; 2605 object *tmp, *flesh = 0;
2860 2606
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2608 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2614 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2616 break;
2871 } 2617 }
2872 else if (tmp->type == FLESH) 2618 else if (tmp->type == FLESH)
2873 flesh = tmp; 2619 flesh = tmp;
2874 } /* End if paid for object */ 2620 } /* End if paid for object */
2875 } /* end of for loop */ 2621 } /* end of for loop */
2622
2876 /* If player is still starving, it means they don't have any food, so 2623 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2624 * eat flesh instead.
2878 */ 2625 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2627 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2629 manual_apply (op, flesh, 0);
2883 } 2630 }
2884 } /* end if player is starving */ 2631 }
2885 2632
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2634 op->stats.food++, op->stats.hp--;
2888 2635
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2637 kill_player (op);
2638 }
2891} 2639}
2892
2893
2894 2640
2895/* If the player should die (lack of hp, food, etc), we call this. 2641/* 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 2642 * 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 2643 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2644 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2674 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..."); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2676
2931 /* restore player */ 2677 /* restore player */
2932 at = archetype::find ("poisoning"); 2678 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2680 {
2936 tmp->destroy (); 2681 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2683 }
2939 2684
2940 at = archetype::find ("confusion"); 2685 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2687 {
2944 tmp->destroy (); 2688 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2690 }
2947 2691
2949 op->stats.hp = op->stats.maxhp; 2693 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2694 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2695 op->stats.food = 999;
2952 2696
2953 /* create a bodypart-trophy to make the winner happy */ 2697 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2699 {
2957 sprintf (buf, "%s's finger", &op->name); 2700 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2701 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " 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); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2705 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2708 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2709 }
2968 2710
2969 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2713 op->contr->braced = 0;
2976 2718
2977 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
2978 2720
2979 if (op->stats.food < 0) 2721 if (op->stats.food < 0)
2980 { 2722 {
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); 2723 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2724 strcpy (op->contr->killer, "starvation");
2990 } 2725 }
2991 else 2726 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); 2727 sprintf (buf, "%s died.", &op->name);
3001 } 2728
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2730
3004 /* save the map location for corpse, gravestone */ 2731 /* save the map location for corpse, gravestone */
3005 x = op->x; 2732 x = op->x;
3006 y = op->y; 2733 y = op->y;
3007 map = op->map; 2734 map = op->map;
3008 2735
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2736 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2737 * 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. 2738 * See the config.h file for a little more in depth detail about this.
3015 */ 2739 */
3016 2740
3017 /* Basically two ways to go - remove a stat permanently, or just 2741 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2742 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2743 * of death.
3020 */ 2744 */
3021#ifndef COZY_SERVER 2745#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2746 if (settings.balanced_stat_loss)
3023 { 2747 {
3024 /* If stat loss is permanent, lose one stat only. */ 2748 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2749 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2750 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2751 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2752 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2753 little bit harder. */
3030 /* GD */ 2754 /* GD */
3031 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2756 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2757 else
3037 { 2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
3038 num_stats_lose = 1; 2761 num_stats_lose = 1;
3039 } 2762
3040 lost_a_stat = 0; 2763 lost_a_stat = 0;
3041 2764
3042 for (z = 0; z < num_stats_lose; z++) 2765 for (z = 0; z < num_stats_lose; z++)
3043 { 2766 {
3044 i = RANDOM () % NUM_STATS; 2767 i = RANDOM () % NUM_STATS;
3045 2768
3046 if (settings.stat_loss_on_death) 2769 if (settings.stat_loss_on_death)
3047 { 2770 {
3048 /* Pick a random stat and take a point off it. Tell the player 2771 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2772 * what he lost.
3050 */ 2773 */
3051 change_attr_value (&(op->stats), i, -1); 2774 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2775 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2776 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2777 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
3057 } 2792 }
3058 else 2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
3059 { 2795 {
3060 /* deplete a stat */ 2796 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2797 /* Get the stat that we're about to deplete. */
3062 object *dep; 2798 this_stat = get_attr_value (&(dep->stats), i);
3063 2799 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2800 {
3067 dep = arch_to_object (deparch); 2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2802 int keep_chance = this_stat * this_stat;
3069 } 2803
3070 lose_this_stat = 1; 2804 /* 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) 2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2810 {
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; 2811 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2812 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2813 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 } 2814 }
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 */ 2815 else
3112 if (this_stat >= -50)
3113 { 2816 {
3114 change_attr_value (&(dep->stats), i, -1); 2817 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; 2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2822 }
3120 } 2823 }
3121 } 2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
3122 } 2843 }
2844 }
2845 }
3123 /* If no stat lost, tell the player. */ 2846 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2847 if (!lost_a_stat)
3125 { 2848 {
3126 /* determine_god() seems to not work sometimes... why is this? 2849 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2850 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2851 const char *god = determine_god (op);
3129 2852
3130 if (god && (strcmp (god, "none"))) 2853 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); 2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2855 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2857 }
3135#else 2858#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2860#endif
3138 2861
3139 /* Put a gravestone up where the character 'almost' died. List the 2862 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2863 * exp loss on the stone.
3141 */ 2864 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2865 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2866 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2867 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2868 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2869 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); 2870 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; 2871 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2872 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2873 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2874
3152 /**************************************/ 2875 /**************************************/
3153 /* */ 2876 /* */
3154 /* Subtract the experience points, */ 2877 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2878 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2879 /* food, and reset HP's... */
3157 /* */ 2880 /* */
3158 /**************************************/ 2881 /**************************************/
3159 2882
3160 /* remove any poisoning and confusion the character may be suffering. */ 2883 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2884 /* restore player */
3162 at = archetype::find ("poisoning"); 2885 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2886 tmp = present_arch_in_ob (at, op);
3164 2887
3165 if (tmp) 2888 if (tmp)
3166 { 2889 {
3167 tmp->destroy (); 2890 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2892 }
3170 2893
3171 at = archetype::find ("confusion"); 2894 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2896 if (tmp)
3174 { 2897 {
3175 tmp->destroy (); 2898 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2900 }
3178 2901
3179 cure_disease (op, 0); /* remove any disease */ 2902 cure_disease (op, 0); /* remove any disease */
3180 2903
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2904 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2905 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2906 if (op->stats.food < 100)
3184 op->stats.food = 900; 2907 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2911
3189 /* 2912 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2913 * 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 2914 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2915 * in the map.
3193 */ 2916 */
3194 2917
3195 if (is_in_shop (op)) 2918 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2919 remove_unpaid_objects (op->inv, op);
3197 2920
3198 /****************************************/ 2921 /****************************************/
3199 /* */ 2922 /* */
3200 /* Move player to his current respawn- */ 2923 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2924 /* position (usually last savebed) */
3202 /* */ 2925 /* */
3203 /****************************************/ 2926 /****************************************/
3204 2927
3205 enter_player_savebed (op); 2928 enter_player_savebed (op);
3206 2929
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2930 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2931
3213 /* it is possible that the player has blown something up 2932 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2933 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2934 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2935 * on the space that might harm the player.
3217 */ 2936 */
3218 will_kill_again = 0; 2937 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2938 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2939 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2940 will_kill_again |= tmp->attacktype;
3222 2941
3223 if (will_kill_again) 2942 if (will_kill_again)
3224 { 2943 {
3225 object *force; 2944 object *force;
3226 int at; 2945 int at;
3227 2946
3228 force = get_archetype (FORCE_NAME); 2947 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2948 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2949 force->speed = 0.1;
3231 force->speed_left = -5.0; 2950 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 2951 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2952 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2953 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2954 force->resist[at] = 100;
3236 2955
3237 insert_ob_in_ob (force, op); 2956 insert_ob_in_ob (force, op);
3238 fix_player (op); 2957 op->update_stats ();
3239 2958
3240 } 2959 }
3241 2960
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2961 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} 2962}
3311
3312 2963
3313void 2964void
3314loot_object (object *op) 2965loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2966{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2967 object *tmp, *tmp2, *next;
3317 2968
3318 if (op->container) 2969 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2970
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2971 for (tmp = op->inv; tmp; tmp = next)
3324 { 2972 {
3325 next = tmp->below; 2973 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2974
2975 if (tmp->invisible)
3327 continue; 2976 continue;
2977
3328 tmp->remove (); 2978 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2980
3330 if (tmp->type == CONTAINER) 2981 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2982 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2983
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2985 {
3336 if (tmp->nrof > 1) 2986 if (tmp->nrof > 1)
3337 { 2987 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2989 tmp2->destroy ();
3350/* 3000/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 3001 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 3002 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 3003 * was changed.
3354 */ 3004 */
3355
3356void 3005void
3357fix_weight (void) 3006fix_weight (void)
3358{ 3007{
3359 player *pl; 3008 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3009 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3011
3365 if (old == sum) 3012 if (old == sum)
3366 continue; 3013 continue;
3367 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3016 }
3370} 3017}
3371 3018
3372void 3019void
3373fix_luck (void) 3020fix_luck (void)
3374{ 3021{
3375 player *pl; 3022 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3380} 3025}
3381
3382 3026
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3386 */ 3030 */
3387
3388void 3031void
3389cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3390{ 3033{
3391 object *skop, *spob; 3034 object *skop, *spob;
3392 3035
3437 object *tmp = NULL; 3080 object *tmp = NULL;
3438 3081
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3083 return 1;
3441 3084
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; 3085 return 0;
3448} 3086}
3449 3087
3450/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3507 3145
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3147
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3514 { 3151 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3153 make_visible (op);
3517 return; 3154 return;
3518 } 3155 }
3519 else 3156 else
3520 num += 20; 3157 num += 20;
3521 } 3158
3522 num += op->map->difficulty; 3159 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3161 num -= hide;
3162
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3164 {
3527 make_visible (op); 3165 make_visible (op);
3528 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3168 }
3531 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3171}
3536 3172
3537/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3538 3174
3539int 3175int
3566 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3567 continue; 3203 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3205 continue;
3570 3206
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3208 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3210 return 1;
3575 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3576 { 3212 {
3606 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3607 { 3243 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3245 return -1;
3610 } 3246 }
3247
3611 if (!pl || !op) 3248 if (!pl || !op)
3612 return 0; 3249 return 0;
3613 3250
3614 if (op->head)
3615 {
3616 op = op->head; 3251 op = op->head_ ();
3617 } 3252
3618 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3619 3254
3620 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3256 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3630 3265
3631 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3268 * for any meaningful values.
3634 */ 3269 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3273 return 1;
3639 op = op->more; 3274 op = op->more;
3640 } 3275 }
3641 return 0; 3276 return 0;
3642} 3277}
3752 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3753 return; 3388 return;
3754 3389
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3391
3757 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3758 { 3393 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3395 return;
3761 } 3396 }
3762 3397
3828 { 3463 {
3829 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3465 object *skin;
3831 3466
3832 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 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); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3834 if (skin == NULL) 3472 if (!skin)
3835 return; 3473 return;
3836 3474
3837 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3477 {
3884 * not readied. 3522 * not readied.
3885 */ 3523 */
3886void 3524void
3887player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3888{ 3526{
3889 rangetype i;
3890
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3892 {
3893 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3894 { 3529 {
3895 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3896 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3899 }
3900 } 3533 }
3901 }
3902} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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