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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 1.112 by root, Tue Apr 24 00:42:02 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", (char *)"%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 }
173 size += strlen (buf); 144 size += strlen (buf);
174 } 145 }
175 } 146 }
176 147
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", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180}
181
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} 151}
289 152
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
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 this->ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 6; /* Every 2 seconds */
324 outputs_count = 10; /* Keeps present behaviour */
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
300/* Tries to add player on the connection passwd in ns. 359/* 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 360 * All we can really get in this is some settings like host and display
302 * mode. 361 * mode.
303 */ 362 */
304 363player *
305int 364player::create ()
306add_player (client_socket *ns)
307{ 365{
308 player *p = new player; 366 player *pl = new player;
309 367
310 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 369
313 p->next = first_player; 370 pl->ob->roll_stats ();
314 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
315 373
316 p = get_player (p);
317
318 set_first_map (p->ob); 374 set_first_map (pl->ob);
319 375
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; 376 return pl;
328} 377}
329 378
330/* 379/*
331 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
341 { 390 {
342 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
343 at = first_archetype; 392 at = first_archetype;
344 else 393 else
345 at = at->next; 394 at = at->next;
395
346 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
347 return at; 397 return at;
398
348 if (at == start) 399 if (at == start)
349 { 400 {
350 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 402 exit (-1);
352 } 403 }
353 } 404 }
354} 405}
355 406
356
357object * 407object *
358get_nearest_player (object *mon) 408get_nearest_player (object *mon)
359{ 409{
360 object *op = NULL; 410 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 411 objectlink *ol;
363 unsigned lastdist; 412 unsigned lastdist;
364 rv_vector rv; 413 rv_vector rv;
365 414
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 416 {
368 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 424 object *tmp = ol->ob;
376 425
377 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 427 * itself will have been cleared.
379 */ 428 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
381 ol = ol->next; 431 ol = ol->next;
382 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
383 if (!ol) 433 if (!ol)
384 return op; 434 return op;
385 } 435 }
398 { 448 {
399 op = ol->ob; 449 op = ol->ob;
400 lastdist = rv.distance; 450 lastdist = rv.distance;
401 } 451 }
402 } 452 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 453
404 { 454 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
409 { 457 {
410 op = pl->ob; 458 op = pl->ob;
411 lastdist = rv.distance; 459 lastdist = rv.distance;
412 } 460 }
413 } 461
414 }
415#if 0 462#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 464#endif
418 return op; 465 return op;
419} 466}
437 * circling behaviour. Unfortunately, this function is also used to determined 484 * 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 485 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 486 * is probably not a good thing.
440 */ 487 */
441#define MAX_SPACES 50 488#define MAX_SPACES 50
442
443 489
444/* 490/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * 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 492 * 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 493 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 524 x = mon->x;
479 y = mon->y; 525 y = mon->y;
480 m = mon->map; 526 m = mon->map;
481 dir = rv.direction; 527 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
484 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 532 if (diff > max)
486 return 0; 533 return 0;
534
487 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
488 { 536 {
489 lastx = x; 537 lastx = x;
490 lasty = y; 538 lasty = y;
491 lastmap = m; 539 lastmap = m;
573 max--; 621 max--;
574 lastdir = dir; 622 lastdir = dir;
575 if (!firstdir) 623 if (!firstdir)
576 firstdir = dir; 624 firstdir = dir;
577 } 625 }
626
578 if (diff <= 1) 627 if (diff <= 1)
579 { 628 {
580 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 630 * headed toward player for entire distance.
582 */ 631 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 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); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 634 }
635
586 if (diff > max) 636 if (diff > max)
587 return 0; 637 return 0;
588 } 638 }
639
589 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
590 if (!max) 641 if (!max)
591 return 0; 642 return 0;
592 643
593 return firstdir; 644 return firstdir;
686 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
687 link_player_skills (pl); 738 link_player_skills (pl);
688} 739}
689 740
690void 741void
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) 742get_party_password (object *op, partylist *party)
775{ 743{
776 if (party == NULL) 744 if (party == NULL)
777 { 745 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 747 return;
780 } 748 }
749
781 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 754}
786
787 755
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 757static int
790roll_stat (void) 758roll_stat (void)
791{ 759{
792 int a[4], i, j, k; 760 int a[4], i, j, k;
793 761
794 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
796 764
797 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 766 if (a[i] < k)
799 k = a[i], j = i; 767 k = a[i], j = i;
800 768
801 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 770 if (i != j)
804 k += a[i]; 771 k += a[i];
805 } 772
806 return k; 773 return k;
807} 774}
808 775
809void 776void
810roll_stats (object *op) 777object::roll_stats ()
811{ 778{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 779 int statsort [7];
815 780
816 do 781 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 } 782 {
827 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
828 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
829 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 792 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;
837 793
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]; 794 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
862 801
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; 802 stats.exp = 0;
874 op->stats.ac = 0; 803 stats.ac = 0;
875 804
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; 805 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
884 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
885} 817}
886 818
887void 819void
888Roll_Again (object *op) 820object::swap_stats (int a, int b)
889{ 821{
890 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 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)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 825
895void 826 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
897{ 858{
898 signed char tmp;
899 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
900 860
901 if (op->contr->Swap_First == -1) 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
1016 866
1017/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1021 * not the class. 871 * not the class.
1022 */ 872 */
1023 873void
1024int 874player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 875{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 878
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 880 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1045 882
1046 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1048 885
1049 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1050 887
1051 if (op->msg) 888 if (ob->msg)
1052 op->msg = NULL; 889 ob->msg = 0;
1053 890
1054 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1055 * to save here. 892 * to save here.
1056 */ 893 */
894 {
895 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1059 899
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 900 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 903 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1068 fix_player (op); 905 ob->update_stats ();
1069 906
1070 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1071 * is one for this race 908 * is one for this race
1072 */ 909 */
1073 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1074 { 911 {
1075 object *tmp; 912 object *tmp;
1076 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1077 914
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1079 tmp = object::create (); 916 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1085 * default initial map */ 922 * default initial map */
1086 tmp->destroy (); 923 tmp->destroy ();
1087 } 924 }
1088 else 925 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 927}
1092 return 0;
1093 }
1094 928
929void
930player::chargen_race_next ()
931{
1095 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1097 */ 934 */
1098 935
1099 tmp_loop = 0; 936 do
1100 while (!tmp_loop)
1101 { 937 {
1102 shstr name = op->name; 938 shstr name = ob->name;
1103 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1104 940
1105 remove_statbonus (op); 941 ob->remove_statbonus ();
1106 op->remove (); 942 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 945 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1112 op->x = x; 948 ob->x = x;
1113 op->y = y; 949 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 953 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 954 }
955 while (!allowed_class (ob));
1120 956
1121 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 959 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 962 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 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} 963}
1183 964
1184void 965void
1185flee_player (object *op) 966flee_player (object *op)
1186{ 967{
1216 { 997 {
1217 op->enemy = NULL; 998 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1000 return;
1220 } 1001 }
1002
1221 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1222 1004
1223 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1225 { 1007 {
1226 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1227 1009
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1011 return;
1231 }
1232 } 1012 }
1013
1233 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1016 op->enemy = NULL;
1236} 1017}
1237 1018
1243int 1024int
1244check_pick (object *op) 1025check_pick (object *op)
1245{ 1026{
1246 object *tmp, *next; 1027 object *tmp, *next;
1247 int stop = 0; 1028 int stop = 0;
1248 int j, k, wvratio; 1029 int wvratio;
1249 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1250 1031
1251 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1253 return 1; 1034 return 1;
1254 1035
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1106 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 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 } 1111 }
1112
1359 /* philosophy: 1113 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1118 * example.
1365 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1372 * found object is returned.
1619 */ 1373 */
1620object * 1374object *
1621find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1622{ 1376{
1623 object *tmp = NULL; 1377 object *tmp = 0;
1624 1378
1625 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1629 return op; 1383 return op;
1384
1630 return tmp; 1385 return tmp;
1631} 1386}
1632 1387
1633/* 1388/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1393 */
1639
1640object * 1394object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1396{
1643 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1793 if (!dir) 1547 if (!dir)
1794 { 1548 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1550 return 0;
1797 } 1551 }
1552
1798 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1800 else 1555 else
1801 { 1556 {
1802 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1810 { 1565 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1567 return 0;
1813 } 1568 }
1814 } 1569 }
1570
1815 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1816 { 1572 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1574 return 0;
1819 } 1575 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1578
1823 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1826 if (bowspeed < 1) 1583 if (bowspeed < 1)
1827 bowspeed = 1; 1584 bowspeed = 1;
1828 1585
1829 if (arrow == NULL) 1586 if (arrow == NULL)
1830 { 1587 {
1836 else 1593 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1595 return 0;
1839 } 1596 }
1840 } 1597 }
1598
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1601 return 0;
1845 } 1602
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1604 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1606 return 0;
1850 } 1607 }
1856 return 0; 1613 return 0;
1857 } 1614 }
1858 1615
1859 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1618 if (!arrow)
1862 { 1619 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1621 return 0;
1865 } 1622 }
1623
1866 arrow->set_owner (op); 1624 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1626 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1627
1873 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1874 { 1629 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1631 op->update_stats ();
1877 } 1632 }
1878 1633
1879 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1891 1646
1892 /* update the speed */ 1647 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 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; 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1650
1896 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1900 1653
1901 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1902 { 1655 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1666 }
1914 1667
1915 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1917 1670
1918 if (bow->slaying != NULL) 1671 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1920 1673
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1676
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1927 1679
1928 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1681 move_arrow (arrow);
1930 1682
1931 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1957 } 1709 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1711 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1713 wcmod = -1;
1714
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1716 }
1964 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1965 { 1718 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 1789
2037 if (item->arch) 1790 if (item->arch)
2038 { 1791 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2041 item->speed = 0; 1794 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1795 }
1796
2044 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1799 }
2047 } 1800 }
2048 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1802 drain_rod_charge (item);
2051 }
2052 } 1803 }
2053} 1804}
2054 1805
2055/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2056 */ 1807 */
2095 { 1846 {
2096 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1848 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return; 1849 return;
2099 } 1850 }
1851
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1852 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1853 return;
2102 case range_builder: 1854 case range_builder:
2103 apply_map_builder (op, dir); 1855 apply_map_builder (op, dir);
2104 return; 1856 return;
2105 default: 1857 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return; 1859 return;
2108 } 1860 }
2109} 1861}
2110
2111
2112 1862
2113/* find_key 1863/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1864 * 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 1865 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1866 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1868 * pl is the player,
2119 * inv is the objects inventory to searched 1869 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1870 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1871 * This function can be called recursively to search containers.
2122 */ 1872 */
2123
2124object * 1873object *
2125find_key (object *pl, object *container, object *door) 1874find_key (object *pl, object *container, object *door)
2126{ 1875{
2127 object *tmp, *key; 1876 object *tmp, *key;
2128 1877
2129 /* Should not happen, but sanity checking is never bad */ 1878 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1879 if (!container->inv)
2131 return NULL; 1880 return 0;
2132 1881
2133 /* First, lets try to find a key in the top level inventory */ 1882 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1883 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1884 {
2136 if (door->type == DOOR && tmp->type == KEY) 1885 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1886 break;
2138 /* For sanity, we should really check door type, but other stuff 1887 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1888 * (like containers) can be locked with special keys
2140 */ 1889 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1891 break;
2143 } 1892 }
1893
2144 /* No key found - lets search inventories now */ 1894 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1895 /* 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 1896 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1897 * a key, return
2148 */ 1898 */
2149 if (!tmp) 1899 if (!tmp)
2150 { 1900 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1902 {
2153 /* No reason to search empty containers */ 1903 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1904 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1905 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1906 if ((key = find_key (pl, tmp, door)))
2157 return key; 1907 return key;
2158 } 1908 }
2159 } 1909 }
1910
2160 if (!tmp) 1911 if (!tmp)
2161 return NULL; 1912 return NULL;
2162 } 1913 }
1914
2163 /* We get down here if we have found a key. Now if its in a container, 1915 /* 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 1916 * see if we actually want to use it
2165 */ 1917 */
2166 if (pl != container) 1918 if (pl != container)
2167 { 1919 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1940 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)); 1941 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1942 return NULL;
2191 } 1943 }
2192 } 1944 }
1945
2193 return tmp; 1946 return tmp;
2194} 1947}
2195 1948
2196/* moved door processing out of move_player_attack. 1949/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1950 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1952 * 0 otherwise
2200 */ 1953 */
2201static int 1954static int
2202player_attack_door (object *op, object *door) 1955player_attack_door (object *op, object *door)
2203{ 1956{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1957 /* 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 - 1958 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1959 * otherwise, we fall through to the rest of the code.
2208 */ 1960 */
2209 object *key = find_key (op, op, door); 1961 object *key = find_key (op, op, door);
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1968 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2218 make_visible (op); 1970 make_visible (op);
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1972 spring_trap (door->inv, op);
1973
2221 if (door->type == DOOR) 1974 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1976 else if (door->type == LOCKED_DOOR)
2226 { 1977 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1978 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 ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1980 }
1981
2230 /* Do this after we print the message */ 1982 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1984 /* Need to update the weight the container the key was in */
2233 if (container != op) 1985 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1986 esrv_update_item (UPD_WEIGHT, op, container);
1987
2235 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
2236 } 1989 }
2237 else if (door->type == LOCKED_DOOR) 1990 else if (door->type == LOCKED_DOOR)
2238 { 1991 {
2239 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 1994 return 1;
2242 } 1995 }
1996
2243 return 0; 1997 return 0;
2244} 1998}
2245 1999
2246/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2251 */ 2005 */
2252
2253void 2006void
2254move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2255{ 2008{
2256 object *tmp, *mon; 2009 object *tmp, *mon;
2257 sint16 nx, ny; 2010 sint16 nx, ny;
2259 maptile *m; 2012 maptile *m;
2260 2013
2261 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2263 2016
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2265 2018
2266 /* If braced, or can't move to the square, and it is not out of the 2019 /* 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 2020 * 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 2021 * 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 2022 * player. This is a pretty nasty hack, because if we could
2274 */ 2027 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2029 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2031 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2280 if (!m) 2033 if (!m)
2281 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2282 } 2035 }
2283 else 2036 else
2284 m = op->map; 2037 m = op->map;
2285 2038
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 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; 2040 return;
2290 }
2291 2041
2292 mon = NULL; 2042 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* 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. 2044 * 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 2045 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2046 * on the space
2297 */ 2047 */
2298 while (tmp != NULL) 2048 while (tmp)
2299 { 2049 {
2300 if (tmp == op) 2050 if (tmp == op)
2301 { 2051 {
2302 tmp = tmp->above; 2052 tmp = tmp->above;
2303 continue; 2053 continue;
2313 mon = tmp; 2063 mon = tmp;
2314 2064
2315 tmp = tmp->above; 2065 tmp = tmp->above;
2316 } 2066 }
2317 2067
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2069 return; /* into a wall */
2320 2070
2321 if (mon->head != NULL) 2071 if (mon->head)
2322 mon = mon->head; 2072 mon = mon->head;
2323 2073
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2326 return; 2076 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2099 {
2350 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2101 if (op->contr->braced)
2352 return; 2102 return;
2103
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2107 make_visible (op);
2108
2357 return; 2109 return;
2358 } 2110 }
2359 2111
2360 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2115 * attack them either.
2364 */ 2116 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2120 (op->contr->peaceful
2369 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2370 && mon->contr-> 2122 && mon->contr->
2371 peaceful)) && 2123 peaceful)) &&
2372#else 2124#else
2373 op->contr->peaceful && 2125 op->contr->peaceful &&
2374#endif 2126#endif
2375 !on_battleground)) 2127 !on_battleground))
2376 { 2128 {
2377 if (!op->contr->braced) 2129 if (!op->contr->braced)
2378 { 2130 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2381 } 2133 }
2382 else 2134 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2136
2386 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2138 make_visible (op);
2388 } 2139 }
2389 2140
2390 /* If the object is a boulder or other rollable object, then 2141 /* 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 2152 * 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: 2153 * 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 2154 * 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. 2155 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2156 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 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))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2159 {
2410 2160
2411 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2169
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2171 }
2422 2172
2423 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2424 2174
2425 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2178 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2181 {
2432 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2433 2183
2434 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2437 } 2187 }
2188
2438 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2439 make_visible (op); 2190 make_visible (op);
2440 } 2191 }
2441 } /* if player should attack something */ 2192 } /* if player should attack something */
2442} 2193}
2444int 2195int
2445move_player (object *op, int dir) 2196move_player (object *op, int dir)
2446{ 2197{
2447 int pick; 2198 int pick;
2448 2199
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2201 return 0;
2451 2202
2452 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2454 { 2205 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2207 return 0;
2457 } 2208 }
2458 2209
2459 /* peterm: added following line */ 2210 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2213
2463 op->facing = dir; 2214 op->facing = dir;
2464 2215
2465 if (op->hide) 2216 if (op->hide)
2466 do_hidden_move (op); 2217 do_hidden_move (op);
2477 2228
2478 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2230 * server can handle repeat firing.
2480 */ 2231 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2233 op->direction = dir;
2484 }
2485 else 2234 else
2486 {
2487 op->direction = 0; 2235 op->direction = 0;
2488 } 2236
2489 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2239 * for players.
2492 */ 2240 */
2493 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do.
2503 */ 2251 */
2504int 2252int
2505handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2506{ 2254{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2256 {
2529 flee_player (op); 2257 flee_player (op);
2530 /* If player is still scared, that is his action for this tick */ 2258 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2545 2273
2546 /* call this here - we also will call this in do_ericserver, but 2274 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2275 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2276 * called, so we recheck it here.
2549 */ 2277 */
2550 HandleClient (op->contr->socket, op->contr); 2278 if (op->contr->ns->handle_command ())
2279 return 1;
2280
2551 if (op->speed_left < 0) 2281 if (op->speed_left > 0)
2552 return 0; 2282 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2283 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2284 {
2556 /* All move commands take 1 tick, at least for now */ 2285 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2286 op->speed_left--;
2558 2287
2559 /* Instead of all the stuff below, let move_player take care 2288 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2289 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2290 * there, as well as the confusion stuff.
2562 */ 2291 */
2563 move_player (op, op->direction); 2292 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2293
2565 return 1; 2294 return op->speed_left > 0;
2566 else 2295 }
2567 return 0;
2568 } 2296 }
2569 2297
2570 return 0; 2298 return 0;
2571} 2299}
2572 2300
2592 op->stats.hp = op->stats.maxhp; 2320 op->stats.hp = op->stats.maxhp;
2593 2321
2594 if (op->stats.food < 0) 2322 if (op->stats.food < 0)
2595 op->stats.food = 999; 2323 op->stats.food = 999;
2596 2324
2597 fix_player (op); 2325 op->update_stats ();
2598 return 1; 2326 return 1;
2599 } 2327 }
2600 2328
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2329 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2330 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2338 * from.
2611 */ 2339 */
2612void 2340void
2613remove_unpaid_objects (object *op, object *env) 2341remove_unpaid_objects (object *op, object *env)
2614{ 2342{
2615 object *next;
2616
2617 while (op) 2343 while (op)
2618 { 2344 {
2619 next = op->below; /* Make sure we have a good value, in case 2345 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2346
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2347 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2348 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2349 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2350 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2351
2352 op->insert_at (env);
2630 } 2353 }
2631 else if (op->inv) 2354 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2355 remove_unpaid_objects (op->inv, env);
2633 2356
2634 op = next; 2357 op = next;
2635 } 2358 }
2636} 2359}
2637
2638 2360
2639/* 2361/*
2640 * Returns pointer a static string containing gravestone text 2362 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2363 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2364 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2398 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2399 strcat (buf2, buf);
2678 2400
2679 return buf2; 2401 return buf2;
2680} 2402}
2681
2682
2683 2403
2684void 2404void
2685do_some_living (object *op) 2405do_some_living (object *op)
2686{ 2406{
2687 int last_food = op->stats.food; 2407 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2413 int rate_grace = 2000;
2694 const int max_hp = 1; 2414 const int max_hp = 1;
2695 const int max_sp = 1; 2415 const int max_sp = 1;
2696 const int max_grace = 1; 2416 const int max_grace = 1;
2697 2417
2418 if (op->contr->hidden)
2419 {
2420 op->invisible = 1000;
2421 /* the socket code flashes the player visible/invisible
2422 * depending on the value of invisible, so we need to
2423 * alternate it here for it to work correctly.
2424 */
2425 if (pticks & 2)
2426 op->invisible--;
2427 }
2428 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2429 {
2430 if (!op->invisible--)
2431 {
2432 make_visible (op);
2433 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2434 }
2435 }
2436
2698 if (op->contr->outputs_sync) 2437 if (op->contr->outputs_sync)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2438 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) 2439 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]); 2440 flush_output_element (op, &op->contr->outputs[i]);
2703 }
2704 2441
2705 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2706 { 2443 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2448 else
2713 { 2449 {
2714 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2452 }
2453
2717 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2456 else
2720 { 2457 {
2721 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2460 }
2461
2724 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2464 else
2727 { 2465 {
2728 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2484 op->stats.food = last_food;
2747 } 2485 }
2748 } 2486 }
2487
2749 if (max_sp > 1) 2488 if (max_sp > 1)
2750 { 2489 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2491 if (over_sp > 0)
2753 { 2492 {
2754 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2755 { 2494 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2498 op->stats.sp--;
2499
2759 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2761 } 2502 }
2762 op->last_sp = 0; 2503 op->last_sp = 0;
2763 } 2504 }
2764 else 2505 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2507 }
2769 else 2508 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2510 }
2774 2511
2775 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2778 { 2515 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2781 if (max_grace > 1) 2519 if (max_grace > 1)
2782 { 2520 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2522 if (over_grace > 0)
2785 { 2523 {
2813 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2553 op->stats.food = last_food;
2816 } 2554 }
2817 } 2555 }
2556
2818 if (max_hp > 1) 2557 if (max_hp > 1)
2819 { 2558 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2560 if (over_hp > 0)
2822 { 2561 {
2846 2585
2847 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2588 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2851 /* dms do not consume food */ 2591 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2593 op->stats.food--;
2854 } 2594 }
2855 }
2856 2595
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2597 {
2859 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2860 2599
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2601 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2609 break;
2871 } 2610 }
2872 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2873 flesh = tmp; 2612 flesh = tmp;
2874 } /* End if paid for object */ 2613 } /* End if paid for object */
2875 } /* end of for loop */ 2614 } /* end of for loop */
2615
2876 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2617 * eat flesh instead.
2878 */ 2618 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2620 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2883 } 2623 }
2884 } /* end if player is starving */ 2624 }
2885 2625
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2888 2628
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2630 kill_player (op);
2631 }
2891} 2632}
2892
2893
2894 2633
2895/* If the player should die (lack of hp, food, etc), we call this. 2634/* 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 2635 * 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 2636 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2637 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2667 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..."); 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2669
2931 /* restore player */ 2670 /* restore player */
2932 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2673 {
2936 tmp->destroy (); 2674 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2676 }
2939 2677
2940 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2680 {
2944 tmp->destroy (); 2681 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2683 }
2947 2684
2949 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2688 op->stats.food = 999;
2952 2689
2953 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2692 {
2957 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2694 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " 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); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2698 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2702 }
2968 2703
2969 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2706 op->contr->braced = 0;
2976 2711
2977 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2978 2713
2979 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2980 { 2715 {
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); 2716 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
2990 } 2718 }
2991 else 2719 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); 2720 sprintf (buf, "%s died.", &op->name);
3001 } 2721
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2723
3004 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3005 x = op->x; 2725 x = op->x;
3006 y = op->y; 2726 y = op->y;
3007 map = op->map; 2727 map = op->map;
3008 2728
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2730 * 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. 2731 * See the config.h file for a little more in depth detail about this.
3015 */ 2732 */
3016 2733
3017 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2736 * of death.
3020 */ 2737 */
3021#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3023 { 2740 {
3024 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2743 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2746 little bit harder. */
3030 /* GD */ 2747 /* GD */
3031 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2749 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2750 else
3037 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3038 num_stats_lose = 1; 2754 num_stats_lose = 1;
3039 } 2755
3040 lost_a_stat = 0; 2756 lost_a_stat = 0;
3041 2757
3042 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3043 { 2759 {
3044 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3045 2761
3046 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3047 { 2763 {
3048 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2765 * what he lost.
3050 */ 2766 */
3051 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2772 lost_a_stat = 1;
2773 }
2774 else
2775 {
2776 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion");
2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2782 {
2783 dep = arch_to_object (deparch);
2784 insert_ob_in_ob (dep, op);
3057 } 2785 }
3058 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3059 { 2788 {
3060 /* deplete a stat */ 2789 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3062 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3063 2792 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2793 {
3067 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3069 } 2796
3070 lose_this_stat = 1; 2797 /* 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) 2798 if (keep_chance < 1)
2799 keep_chance = 1;
2800
2801 /* There is a maximum depletion total per level. */
2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2803 {
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; 2804 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2806 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 } 2807 }
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 */ 2808 else
3112 if (this_stat >= -50)
3113 { 2809 {
3114 change_attr_value (&(dep->stats), i, -1); 2810 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; 2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2815 }
3120 } 2816 }
3121 } 2817 }
2818
2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2822 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a
2826 * difference.
2827 */
2828 if (this_stat >= -50)
2829 {
2830 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats ();
2834 lost_a_stat = 1;
2835 }
3122 } 2836 }
2837 }
2838 }
3123 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2840 if (!lost_a_stat)
3125 { 2841 {
3126 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3129 2845
3130 if (god && (strcmp (god, "none"))) 2846 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); 2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2848 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2850 }
3135#else 2851#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2853#endif
3138 2854
3139 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2856 * exp loss on the stone.
3141 */ 2857 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2860 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2862 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); 2863 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; 2864 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2867
3152 /**************************************/ 2868 /**************************************/
3153 /* */ 2869 /* */
3154 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3157 /* */ 2873 /* */
3158 /**************************************/ 2874 /**************************************/
3159 2875
3160 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2877 /* restore player */
3162 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
3164 2880
3165 if (tmp) 2881 if (tmp)
3166 { 2882 {
3167 tmp->destroy (); 2883 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2885 }
3170 2886
3171 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2889 if (tmp)
3174 { 2890 {
3175 tmp->destroy (); 2891 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2893 }
3178 2894
3179 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3180 2896
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3184 op->stats.food = 900; 2900 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2904
3189 /* 2905 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2906 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3192 * in the map. 2908 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3197 2910
3198 /****************************************/ 2911 /****************************************/
3199 /* */ 2912 /* */
3200 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3202 /* */ 2915 /* */
3203 /****************************************/ 2916 /****************************************/
3204 2917
3205 enter_player_savebed (op); 2918 enter_player_savebed (op);
3206 2919
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2920 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2921
3213 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2925 * on the space that might harm the player.
3217 */ 2926 */
3218 will_kill_again = 0; 2927 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3222 2931
3223 if (will_kill_again) 2932 if (will_kill_again)
3224 { 2933 {
3225 object *force; 2934 object *force;
3226 int at; 2935 int at;
3227 2936
3228 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2939 force->speed = 0.1;
3231 force->speed_left = -5.0; 2940 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2944 force->resist[at] = 100;
3236 2945
3237 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3238 fix_player (op); 2947 op->update_stats ();
3239 2948
3240 } 2949 }
3241 2950
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 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} 2952}
3311
3312 2953
3313void 2954void
3314loot_object (object *op) 2955loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3317 2958
3318 if (op->container) 2959 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2960
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3324 { 2962 {
3325 next = tmp->below; 2963 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3327 continue; 2966 continue;
2967
3328 tmp->remove (); 2968 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3330 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2973
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2975 {
3336 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3337 { 2977 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2979 tmp2->destroy ();
3350/* 2990/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2993 * was changed.
3354 */ 2994 */
3355
3356void 2995void
3357fix_weight (void) 2996fix_weight (void)
3358{ 2997{
3359 player *pl; 2998 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2999 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3001
3365 if (old == sum) 3002 if (old == sum)
3366 continue; 3003 continue;
3367 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3006 }
3370} 3007}
3371 3008
3372void 3009void
3373fix_luck (void) 3010fix_luck (void)
3374{ 3011{
3375 player *pl; 3012 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3380} 3015}
3381
3382 3016
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3386 */ 3020 */
3387
3388void 3021void
3389cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3390{ 3023{
3391 object *skop, *spob; 3024 object *skop, *spob;
3392 3025
3426 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3427 { 3060 {
3428 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3430 } 3063 }
3064
3431 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3432} 3066}
3433 3067
3434int 3068int
3435is_true_undead (object *op) 3069is_true_undead (object *op)
3436{ 3070{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3072 return 1;
3441 3073
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; 3074 return 0;
3448} 3075}
3449 3076
3450/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3507 3134
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3136
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3514 { 3140 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3142 make_visible (op);
3517 return; 3143 return;
3518 } 3144 }
3519 else 3145 else
3520 num += 20; 3146 num += 20;
3521 } 3147
3522 num += op->map->difficulty; 3148 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3150 num -= hide;
3151
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3153 {
3527 make_visible (op); 3154 make_visible (op);
3528 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3157 }
3531 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3160}
3536 3161
3537/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3538 3163
3539int 3164int
3566 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3567 continue; 3192 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3194 continue;
3570 3195
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3197 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3199 return 1;
3575 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3576 { 3201 {
3606 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3607 { 3232 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3234 return -1;
3610 } 3235 }
3236
3611 if (!pl || !op) 3237 if (!pl || !op)
3612 return 0; 3238 return 0;
3613 3239
3614 if (op->head)
3615 {
3616 op = op->head; 3240 op = op->head_ ();
3617 } 3241
3618 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3619 3243
3620 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3245 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3630 3254
3631 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3256 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3257 * for any meaningful values.
3634 */ 3258 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3262 return 1;
3639 op = op->more; 3263 op = op->more;
3640 } 3264 }
3641 return 0; 3265 return 0;
3642} 3266}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3364 int i = 0, j = 0;
3741 3365
3742 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3751 3375
3752 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3753 return; 3377 return;
3754 3378
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3380
3757 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3758 { 3382 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3384 return;
3761 } 3385 }
3762 3386
3828 { 3452 {
3829 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3454 object *skin;
3831 3455
3832 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 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); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3459 ;
3460
3834 if (skin == NULL) 3461 if (!skin)
3835 return; 3462 return;
3836 3463
3837 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3466 {
3884 * not readied. 3511 * not readied.
3885 */ 3512 */
3886void 3513void
3887player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3888{ 3515{
3889 rangetype i;
3890
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3516 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3892 {
3893 if (pl->ranges[i] == ob) 3517 if (pl->ranges[i] == ob)
3894 { 3518 {
3895 pl->ranges[i] = NULL; 3519 pl->ranges[i] = 0;
3896 if (pl->shoottype == i) 3520 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none; 3521 pl->shoottype = range_none;
3899 }
3900 } 3522 }
3901 }
3902} 3523}
3524
3525sint8
3526player::visibility_at (maptile *map, int x, int y) const
3527{
3528 if (!ns)
3529 return 0;
3530
3531 int dx, dy;
3532 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3533 return 0;
3534
3535 x += dx - ns->current_x + ns->mapx / 2;
3536 y += dy - ns->current_y + ns->mapy / 2;
3537
3538 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3539 return 0;
3540
3541 return 100 - blocked_los [x][y];
3542}

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