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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#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 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
82 int comp; 45 int comp;
83 int size; 46 int size;
84 47
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 50 return;
89 } 51
90 motd[0] = '\0'; 52 motd[0] = '\0';
91 size = 0; 53 size = 0;
54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
59
96 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 61 size += strlen (buf);
98 } 62 }
63
99 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);
100 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
101} 66}
102 67
103void 68void
109 int comp; 74 int comp;
110 int size; 75 int size;
111 76
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 79 return;
116 } 80
117 rules[0] = '\0'; 81 rules[0] = '\0';
118 size = 0; 82 size = 0;
83
119 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
120 { 85 {
121 if (*buf == '#') 86 if (*buf == '#')
122 continue; 87 continue;
88
123 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
124 { 90 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 92 break;
127 } 93 }
94
128 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 96 size += strlen (buf);
130 } 97 }
98
131 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);
132 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
133} 101}
134 102
135void 103void
143 int size; 111 int size;
144 112
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 115 return;
116
148 news[0] = '\0'; 117 news[0] = '\0';
149 subject[0] = '\0'; 118 subject[0] = '\0';
150 size = 0; 119 size = 0;
120
151 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
152 { 122 {
153 if (*buf == '#') 123 if (*buf == '#')
154 continue; 124 continue;
125
155 if (*buf == '%') 126 if (*buf == '%')
156 { /* send one news */ 127 { /* send one news */
157 if (size > 0) 128 if (size > 0)
158 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
159 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
160 strip_endline (subject); 132 strip_endline (subject);
161 size = 0; 133 size = 0;
162 news[0] = '\0'; 134 news[0] = '\0';
163 } 135 }
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
178 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
179} 151}
180 152
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287}
288
289/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
290static void 154static void
291set_first_map (object *op) 155set_first_map (object *op)
292{ 156{
293 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
294 op->x = -1; 158 op->x = -1;
295 op->y = -1; 159 op->y = -1;
296 enter_exit (op, NULL);
297} 160}
298 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
209// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings
211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->close_container (); //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->close_container (); //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359}
360
361player::~player ()
362{
363 /* Clear item stack */
364 free (stack_items);
365}
366
299/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
300 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
301 * mode. 369 * mode.
302 */ 370 */
303 371player *
304int 372player::create ()
305add_player (client *ns)
306{ 373{
307 player *p = new player; 374 player *pl = new player;
308 375
309 p->socket = ns; 376 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311
312 p->next = first_player;
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob); 377 set_first_map (pl->ob);
318 378
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 379 return pl;
327} 380}
328 381
329/* 382/*
330 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
340 { 393 {
341 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
342 at = first_archetype; 395 at = first_archetype;
343 else 396 else
344 at = at->next; 397 at = at->next;
398
345 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
346 return at; 400 return at;
401
347 if (at == start) 402 if (at == start)
348 { 403 {
349 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 405 exit (-1);
351 } 406 }
352 } 407 }
353} 408}
354 409
355
356object * 410object *
357get_nearest_player (object *mon) 411get_nearest_player (object *mon)
358{ 412{
359 object *op = NULL; 413 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 414 objectlink *ol;
362 unsigned lastdist; 415 unsigned lastdist;
363 rv_vector rv; 416 rv_vector rv;
364 417
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 419 {
367 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 427 object *tmp = ol->ob;
375 428
376 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 430 * itself will have been cleared.
378 */ 431 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
380 ol = ol->next; 434 ol = ol->next;
381 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
382 if (!ol) 436 if (!ol)
383 return op; 437 return op;
384 } 438 }
397 { 451 {
398 op = ol->ob; 452 op = ol->ob;
399 lastdist = rv.distance; 453 lastdist = rv.distance;
400 } 454 }
401 } 455 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 456
403 { 457 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
408 { 460 {
409 op = pl->ob; 461 op = pl->ob;
410 lastdist = rv.distance; 462 lastdist = rv.distance;
411 } 463 }
412 } 464
413 }
414#if 0 465#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 467#endif
417 return op; 468 return op;
418} 469}
436 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 489 * is probably not a good thing.
439 */ 490 */
440#define MAX_SPACES 50 491#define MAX_SPACES 50
441
442 492
443/* 493/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 527 x = mon->x;
478 y = mon->y; 528 y = mon->y;
479 m = mon->map; 529 m = mon->map;
480 dir = rv.direction; 530 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
483 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 535 if (diff > max)
485 return 0; 536 return 0;
537
486 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
487 { 539 {
488 lastx = x; 540 lastx = x;
489 lasty = y; 541 lasty = y;
490 lastmap = m; 542 lastmap = m;
572 max--; 624 max--;
573 lastdir = dir; 625 lastdir = dir;
574 if (!firstdir) 626 if (!firstdir)
575 firstdir = dir; 627 firstdir = dir;
576 } 628 }
629
577 if (diff <= 1) 630 if (diff <= 1)
578 { 631 {
579 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 633 * headed toward player for entire distance.
581 */ 634 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 637 }
638
585 if (diff > max) 639 if (diff > max)
586 return 0; 640 return 0;
587 } 641 }
642
588 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
589 if (!max) 644 if (!max)
590 return 0; 645 return 0;
591 646
592 return firstdir; 647 return firstdir;
685 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
686 link_player_skills (pl); 741 link_player_skills (pl);
687} 742}
688 743
689void 744void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 745get_party_password (object *op, partylist *party)
774{ 746{
775 if (party == NULL) 747 if (party == NULL)
776 { 748 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 750 return;
779 } 751 }
752
780 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 757}
785
786 758
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 760static int
789roll_stat (void) 761roll_stat (void)
790{ 762{
791 int a[4], i, j, k; 763 int a[4], i, j, k;
792 764
793 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
795 767
796 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 769 if (a[i] < k)
798 k = a[i], j = i; 770 k = a[i], j = i;
799 771
800 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 773 if (i != j)
803 k += a[i]; 774 k += a[i];
804 } 775
805 return k; 776 return k;
806} 777}
807 778
808void 779void
809roll_stats (object *op) 780object::roll_stats ()
810{ 781{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 782 int statsort [7];
814 783
815 do 784 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 785 {
826 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
827 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
828 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 796
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
861 804
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 805 stats.exp = 0;
873 op->stats.ac = 0; 806 stats.ac = 0;
874 807
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 808 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
883 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
884} 820}
885 821
886void 822void
887Roll_Again (object *op) 823object::swap_stats (int a, int b)
888{ 824{
889 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 828
894void 829 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
896{ 861{
897 signed char tmp;
898 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
899 863
900 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 868}
1015 869
1016/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1020 * not the class. 874 * not the class.
1021 */ 875 */
1022
1023int 876int
1024key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1025{ 878{
1026 int tmp_loop; 879 int tmp_loop;
1027 880
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1035 { 882 {
1036 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1037 884
1038 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 890 create_treasure (tl, op, 0, 0, 0);
1044 891
1045 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1047 894
1048 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1049 896
1050 if (op->msg) 897 if (op->msg)
1051 op->msg = NULL; 898 op->msg = NULL;
1052 899
1053 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1054 * to save here. 901 * to save here.
1055 */ 902 */
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1057 make_path_to_file (buf); 904 make_path_to_file (buf);
1058 905
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 906 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 909 link_player_skills (op);
1066 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
1067 fix_player (op); 911 op->update_stats ();
1068 912
1069 /* This moves the player to a different start map, if there 913 /* This moves the player to a different start map, if there
1070 * is one for this race 914 * is one for this race
1071 */ 915 */
1072 if (*first_map_ext_path) 916 if (*first_map_ext_path)
1073 { 917 {
1074 object *tmp; 918 object *tmp;
1075 char mapname[MAX_BUF]; 919 char mapname[MAX_BUF];
1076 920
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1078 tmp = object::create (); 922 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 923 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 924 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 925 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 926 op->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 927 * if the map isn't there, then stay on the
1084 * default initial map */ 928 * default initial map */
1085 tmp->destroy (); 929 tmp->destroy ();
1086 } 930 }
1087 else 931 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 932 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 933
1091 return 0; 934 return 0;
1092 } 935 }
1093 936
1094 /* Following actually changes the race - this is the default command 937 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 938 * if we don't match with one of the options above.
1099 while (!tmp_loop) 942 while (!tmp_loop)
1100 { 943 {
1101 shstr name = op->name; 944 shstr name = op->name;
1102 int x = op->x, y = op->y; 945 int x = op->x, y = op->y;
1103 946
1104 remove_statbonus (op); 947 op->remove_statbonus ();
1105 op->remove (); 948 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 949 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 950 op->arch->clone.copy_to (op);
1108 op->instantiate (); 951 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 952 op->stats = op->contr->orig_stats;
1111 op->x = x; 954 op->x = x;
1112 op->y = y; 955 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 956 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 957 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 958 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 959 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 960 tmp_loop = allowed_class (op);
1118 } 961 }
1119 962
1120 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 964 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 965 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 966 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 967 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 968 op->stats.grace = 0;
1126 969
1127 if (op->msg) 970 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 972
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0; 974 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 975}
1182 976
1183void 977void
1184flee_player (object *op) 978flee_player (object *op)
1185{ 979{
1215 { 1009 {
1216 op->enemy = NULL; 1010 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1012 return;
1219 } 1013 }
1014
1220 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1221 1016
1222 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1224 { 1019 {
1225 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1226 1021
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1023 return;
1230 }
1231 } 1024 }
1025
1232 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1028 op->enemy = NULL;
1235} 1029}
1236 1030
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1118 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1123 }
1124
1358 /* philosophy: 1125 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1126 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1127 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1130 * example.
1364 * The drawback: right now it has no frontend, so you need to 1131 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1132 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1384 * found object is returned.
1618 */ 1385 */
1619object * 1386object *
1620find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1621{ 1388{
1622 object *tmp = NULL; 1389 object *tmp = 0;
1623 1390
1624 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1628 return op; 1395 return op;
1396
1629 return tmp; 1397 return tmp;
1630} 1398}
1631 1399
1632/* 1400/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1635 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1636 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1405 */
1638
1639object * 1406object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1408{
1642 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1792 if (!dir) 1559 if (!dir)
1793 { 1560 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1562 return 0;
1796 } 1563 }
1564
1797 if (op->type == PLAYER) 1565 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1566 bow = op->contr->ranges[range_bow];
1799 else 1567 else
1800 { 1568 {
1801 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1809 { 1577 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1579 return 0;
1812 } 1580 }
1813 } 1581 }
1582
1814 if (!bow->race || !bow->skill) 1583 if (!bow->race || !bow->skill)
1815 { 1584 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1586 return 0;
1818 } 1587 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1590
1822 /* penalize ROF for bestarrow */ 1591 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1825 if (bowspeed < 1) 1595 if (bowspeed < 1)
1826 bowspeed = 1; 1596 bowspeed = 1;
1827 1597
1828 if (arrow == NULL) 1598 if (arrow == NULL)
1829 { 1599 {
1835 else 1605 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1606 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1607 return 0;
1838 } 1608 }
1839 } 1609 }
1610
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1612 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1613 return 0;
1844 } 1614
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1616 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1618 return 0;
1849 } 1619 }
1855 return 0; 1625 return 0;
1856 } 1626 }
1857 1627
1858 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1630 if (!arrow)
1861 { 1631 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1633 return 0;
1864 } 1634 }
1635
1865 arrow->set_owner (op); 1636 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1638 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1639
1872 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1873 { 1641 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1643 op->update_stats ();
1876 } 1644 }
1877 1645
1878 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1648 arrow->stats.hp = arrow->stats.dam;
1890 1658
1891 /* update the speed */ 1659 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1662
1895 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1899 1665
1900 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1901 { 1667 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1678 }
1913 1679
1914 if (arrow->attacktype == AT_PHYSICAL) 1680 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1916 1682
1917 if (bow->slaying != NULL) 1683 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1919 1685
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1688
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1926 1691
1927 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1693 move_arrow (arrow);
1929 1694
1930 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1956 } 1721 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1723 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1725 wcmod = -1;
1726
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1728 }
1963 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
1964 { 1730 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 1801
2036 if (item->arch) 1802 if (item->arch)
2037 { 1803 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2040 item->speed = 0; 1806 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1807 }
1808
2043 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1811 }
2046 } 1812 }
2047 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1814 drain_rod_charge (item);
2050 }
2051 } 1815 }
2052} 1816}
2053 1817
2054/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2055 */ 1819 */
2094 { 1858 {
2095 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return; 1861 return;
2098 } 1862 }
1863
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return; 1865 return;
2101 case range_builder: 1866 case range_builder:
2102 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
2103 return; 1868 return;
2104 default: 1869 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return; 1871 return;
2107 } 1872 }
2108} 1873}
2109
2110
2111 1874
2112/* find_key 1875/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1876 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL 1877 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1878 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1880 * pl is the player,
2118 * inv is the objects inventory to searched 1881 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1882 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1883 * This function can be called recursively to search containers.
2121 */ 1884 */
2122
2123object * 1885object *
2124find_key (object *pl, object *container, object *door) 1886find_key (object *pl, object *container, object *door)
2125{ 1887{
2126 object *tmp, *key; 1888 object *tmp, *key;
2127 1889
2128 /* Should not happen, but sanity checking is never bad */ 1890 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1891 if (!container->inv)
2130 return NULL; 1892 return 0;
2131 1893
2132 /* First, lets try to find a key in the top level inventory */ 1894 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1895 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1896 {
2135 if (door->type == DOOR && tmp->type == KEY) 1897 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1898 break;
2137 /* For sanity, we should really check door type, but other stuff 1899 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1900 * (like containers) can be locked with special keys
2139 */ 1901 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1903 break;
2142 } 1904 }
1905
2143 /* No key found - lets search inventories now */ 1906 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1907 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1908 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1909 * a key, return
2147 */ 1910 */
2148 if (!tmp) 1911 if (!tmp)
2149 { 1912 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1913 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1914 {
2152 /* No reason to search empty containers */ 1915 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1916 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1917 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1918 if ((key = find_key (pl, tmp, door)))
2156 return key; 1919 return key;
2157 } 1920 }
2158 } 1921 }
1922
2159 if (!tmp) 1923 if (!tmp)
2160 return NULL; 1924 return NULL;
2161 } 1925 }
1926
2162 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1928 * see if we actually want to use it
2164 */ 1929 */
2165 if (pl != container) 1930 if (pl != container)
2166 { 1931 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1954 return NULL;
2190 } 1955 }
2191 } 1956 }
1957
2192 return tmp; 1958 return tmp;
2193} 1959}
2194 1960
2195/* moved door processing out of move_player_attack. 1961/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1962 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1964 * 0 otherwise
2199 */ 1965 */
2200static int 1966static int
2201player_attack_door (object *op, object *door) 1967player_attack_door (object *op, object *door)
2202{ 1968{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1969 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1970 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1971 * otherwise, we fall through to the rest of the code.
2207 */ 1972 */
2208 object *key = find_key (op, op, door); 1973 object *key = find_key (op, op, door);
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2217 make_visible (op); 1982 make_visible (op);
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
2220 if (door->type == DOOR) 1986 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2225 { 1989 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2227 remove_door2 (door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1992 }
1993
2229 /* Do this after we print the message */ 1994 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
2232 if (container != op) 1997 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2234 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2235 } 2001 }
2236 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2237 { 2003 {
2238 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2006 return 1;
2241 } 2007 }
2008
2242 return 0; 2009 return 0;
2243} 2010}
2244 2011
2245/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2250 */ 2017 */
2251
2252void 2018void
2253move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2254{ 2020{
2255 object *tmp, *mon; 2021 object *tmp, *mon;
2256 sint16 nx, ny; 2022 sint16 nx, ny;
2258 maptile *m; 2024 maptile *m;
2259 2025
2260 nx = freearr_x[dir] + op->x; 2026 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2027 ny = freearr_y[dir] + op->y;
2262 2028
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2264 2030
2265 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2273 */ 2039 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2041 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2043 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2279 if (!m) 2045 if (!m)
2280 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2281 } 2047 }
2282 else 2048 else
2283 m = op->map; 2049 m = op->map;
2284 2050
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2052 return;
2289 }
2290 2053
2291 mon = NULL; 2054 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2058 * on the space
2296 */ 2059 */
2297 while (tmp != NULL) 2060 while (tmp)
2298 { 2061 {
2299 if (tmp == op) 2062 if (tmp == op)
2300 { 2063 {
2301 tmp = tmp->above; 2064 tmp = tmp->above;
2302 continue; 2065 continue;
2312 mon = tmp; 2075 mon = tmp;
2313 2076
2314 tmp = tmp->above; 2077 tmp = tmp->above;
2315 } 2078 }
2316 2079
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2081 return; /* into a wall */
2319 2082
2320 if (mon->head != NULL) 2083 if (mon->head)
2321 mon = mon->head; 2084 mon = mon->head;
2322 2085
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2325 return; 2088 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2111 {
2349 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2113 if (op->contr->braced)
2351 return; 2114 return;
2115
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2117 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2119 make_visible (op);
2120
2356 return; 2121 return;
2357 } 2122 }
2358 2123
2359 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2127 * attack them either.
2363 */ 2128 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2132 (op->contr->peaceful
2368 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2369 && mon->contr-> 2134 && mon->contr->
2370 peaceful)) && 2135 peaceful)) &&
2371#else 2136#else
2372 op->contr->peaceful && 2137 op->contr->peaceful &&
2373#endif 2138#endif
2374 !on_battleground)) 2139 !on_battleground))
2375 { 2140 {
2376 if (!op->contr->braced) 2141 if (!op->contr->braced)
2377 { 2142 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2380 } 2145 }
2381 else 2146 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2148
2385 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2150 make_visible (op);
2387 } 2151 }
2388 2152
2389 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2400 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2402 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2403 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2168 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2171 {
2409 2172
2410 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2181
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2183 }
2421 2184
2422 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2423 2186
2424 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2190 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2193 {
2431 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2432 2195
2433 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2436 } 2199 }
2200
2437 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2438 make_visible (op); 2202 make_visible (op);
2439 } 2203 }
2440 } /* if player should attack something */ 2204 } /* if player should attack something */
2441} 2205}
2443int 2207int
2444move_player (object *op, int dir) 2208move_player (object *op, int dir)
2445{ 2209{
2446 int pick; 2210 int pick;
2447 2211
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2213 return 0;
2450 2214
2451 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2453 { 2217 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2219 return 0;
2456 } 2220 }
2457 2221
2458 /* peterm: added following line */ 2222 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2225
2462 op->facing = dir; 2226 op->facing = dir;
2463 2227
2464 if (op->hide) 2228 if (op->hide)
2465 do_hidden_move (op); 2229 do_hidden_move (op);
2476 2240
2477 /* Add special check for newcs players and fire on - this way, the 2241 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2242 * server can handle repeat firing.
2479 */ 2243 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2245 op->direction = dir;
2483 }
2484 else 2246 else
2485 {
2486 op->direction = 0; 2247 op->direction = 0;
2487 } 2248
2488 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2251 * for players.
2491 */ 2252 */
2492 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2544 2305
2545 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2308 * called, so we recheck it here.
2548 */ 2309 */
2549 op->contr->socket->handle_command (); 2310 if (op->contr->ns->handle_command ())
2311 return 1;
2312
2550 if (op->speed_left < 0) 2313 if (op->speed_left > 0)
2551 return 0; 2314 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2316 {
2555 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2318 op->speed_left--;
2557 2319
2558 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2561 */ 2323 */
2562 move_player (op, op->direction); 2324 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2325
2564 return 1; 2326 return op->speed_left > 0;
2565 else 2327 }
2566 return 0;
2567 } 2328 }
2568 2329
2569 return 0; 2330 return 0;
2570} 2331}
2571 2332
2591 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2592 2353
2593 if (op->stats.food < 0) 2354 if (op->stats.food < 0)
2594 op->stats.food = 999; 2355 op->stats.food = 999;
2595 2356
2596 fix_player (op); 2357 op->update_stats ();
2597 return 1; 2358 return 1;
2598 } 2359 }
2599 2360
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2370 * from.
2610 */ 2371 */
2611void 2372void
2612remove_unpaid_objects (object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2613{ 2374{
2614 object *next;
2615
2616 while (op) 2375 while (op)
2617 { 2376 {
2618 next = op->below; /* Make sure we have a good value, in case 2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2378
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2380 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2381 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2382 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2383
2384 op->insert_at (env);
2629 } 2385 }
2630 else if (op->inv) 2386 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2387 remove_unpaid_objects (op->inv, env);
2632 2388
2633 op = next; 2389 op = next;
2634 } 2390 }
2635} 2391}
2636
2637 2392
2638/* 2393/*
2639 * Returns pointer a static string containing gravestone text 2394 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2395 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2396 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2431 strcat (buf2, buf);
2677 2432
2678 return buf2; 2433 return buf2;
2679} 2434}
2680
2681
2682 2435
2683void 2436void
2684do_some_living (object *op) 2437do_some_living (object *op)
2685{ 2438{
2686 int last_food = op->stats.food; 2439 int last_food = op->stats.food;
2695 const int max_grace = 1; 2448 const int max_grace = 1;
2696 2449
2697 if (op->contr->outputs_sync) 2450 if (op->contr->outputs_sync)
2698 { 2451 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]); 2454 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2455 }
2703 2456
2704 if (op->contr->state == ST_PLAYING) 2457 if (op->contr->ns->state == ST_PLAYING)
2705 { 2458 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2459 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2460 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2461 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2462 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2463 else
2712 { 2464 {
2713 gen_hp = op->stats.maxhp; 2465 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2466 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2467 }
2468
2716 if (op->contr->gen_sp >= 0) 2469 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2470 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2471 else
2719 { 2472 {
2720 gen_sp = op->stats.maxsp; 2473 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2474 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2475 }
2476
2723 if (op->contr->gen_grace >= 0) 2477 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2478 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2479 else
2726 { 2480 {
2727 gen_grace = op->stats.maxgrace; 2481 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2497 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2498 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2499 op->stats.food = last_food;
2746 } 2500 }
2747 } 2501 }
2502
2748 if (max_sp > 1) 2503 if (max_sp > 1)
2749 { 2504 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2505 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2506 if (over_sp > 0)
2752 { 2507 {
2753 if (op->stats.sp < op->stats.maxsp) 2508 if (op->stats.sp < op->stats.maxsp)
2754 { 2509 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2510 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2511
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2512 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2513 op->stats.sp--;
2514
2758 if (op->stats.sp > op->stats.maxsp) 2515 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2516 op->stats.sp = op->stats.maxsp;
2760 } 2517 }
2761 op->last_sp = 0; 2518 op->last_sp = 0;
2762 } 2519 }
2763 else 2520 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2521 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2522 }
2768 else 2523 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2524 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2525 }
2773 2526
2774 /* Regenerate Grace */ 2527 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2528 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2529 if (--op->last_grace < 0)
2777 { 2530 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2531 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2532 op->stats.grace++; /* no penalty in food for regaining grace */
2533
2780 if (max_grace > 1) 2534 if (max_grace > 1)
2781 { 2535 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2536 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2537 if (over_grace > 0)
2784 { 2538 {
2812 op->stats.food += op->contr->digestion; 2566 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2567 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2568 op->stats.food = last_food;
2815 } 2569 }
2816 } 2570 }
2571
2817 if (max_hp > 1) 2572 if (max_hp > 1)
2818 { 2573 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2574 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2575 if (over_hp > 0)
2821 { 2576 {
2845 2600
2846 if (op->contr->gen_hp > 0) 2601 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2603 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2605
2850 /* dms do not consume food */ 2606 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2607 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2608 op->stats.food--;
2853 } 2609 }
2854 }
2855 2610
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2611 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2612 {
2858 object *tmp, *flesh = NULL; 2613 object *tmp, *flesh = 0;
2859 2614
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2615 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2616 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2617 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2618 {
2619 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2620 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2622 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2623 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2624 break;
2870 } 2625 }
2871 else if (tmp->type == FLESH) 2626 else if (tmp->type == FLESH)
2872 flesh = tmp; 2627 flesh = tmp;
2873 } /* End if paid for object */ 2628 } /* End if paid for object */
2874 } /* end of for loop */ 2629 } /* end of for loop */
2630
2875 /* If player is still starving, it means they don't have any food, so 2631 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2632 * eat flesh instead.
2877 */ 2633 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2634 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2635 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2637 manual_apply (op, flesh, 0);
2882 } 2638 }
2883 } /* end if player is starving */ 2639 }
2884 2640
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2641 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2642 op->stats.food++, op->stats.hp--;
2887 2643
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2644 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2645 kill_player (op);
2646 }
2890} 2647}
2891
2892
2893 2648
2894/* If the player should die (lack of hp, food, etc), we call this. 2649/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2650 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2651 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2652 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2684
2930 /* restore player */ 2685 /* restore player */
2931 at = archetype::find ("poisoning"); 2686 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2688 {
2935 tmp->destroy (); 2689 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2690 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2691 }
2938 2692
2939 at = archetype::find ("confusion"); 2693 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2694 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2695 {
2943 tmp->destroy (); 2696 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2697 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2698 }
2946 2699
2948 op->stats.hp = op->stats.maxhp; 2701 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2702 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2703 op->stats.food = 999;
2951 2704
2952 /* create a bodypart-trophy to make the winner happy */ 2705 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2706 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2707 {
2956 sprintf (buf, "%s's finger", &op->name); 2708 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2709 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2710 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2711 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2713 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2714 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2715 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2716 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2717 }
2967 2718
2968 /* teleport defeated player to new destination */ 2719 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2720 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2721 op->contr->braced = 0;
2975 2726
2976 command_kill_pets (op, 0); 2727 command_kill_pets (op, 0);
2977 2728
2978 if (op->stats.food < 0) 2729 if (op->stats.food < 0)
2979 { 2730 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2731 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2732 strcpy (op->contr->killer, "starvation");
2989 } 2733 }
2990 else 2734 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2735 sprintf (buf, "%s died.", &op->name);
3000 } 2736
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2737 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2738
3003 /* save the map location for corpse, gravestone */ 2739 /* save the map location for corpse, gravestone */
3004 x = op->x; 2740 x = op->x;
3005 y = op->y; 2741 y = op->y;
3006 map = op->map; 2742 map = op->map;
3007 2743
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2744 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2745 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2746 * See the config.h file for a little more in depth detail about this.
3014 */ 2747 */
3015 2748
3016 /* Basically two ways to go - remove a stat permanently, or just 2749 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2750 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2751 * of death.
3019 */ 2752 */
3020#ifndef COZY_SERVER 2753#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2754 if (settings.balanced_stat_loss)
3022 { 2755 {
3023 /* If stat loss is permanent, lose one stat only. */ 2756 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2757 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2758 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2759 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2760 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2761 little bit harder. */
3029 /* GD */ 2762 /* GD */
3030 if (settings.stat_loss_on_death) 2763 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2764 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2765 else
3036 { 2766 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2767 }
2768 else
3037 num_stats_lose = 1; 2769 num_stats_lose = 1;
3038 } 2770
3039 lost_a_stat = 0; 2771 lost_a_stat = 0;
3040 2772
3041 for (z = 0; z < num_stats_lose; z++) 2773 for (z = 0; z < num_stats_lose; z++)
3042 { 2774 {
3043 i = RANDOM () % NUM_STATS; 2775 i = RANDOM () % NUM_STATS;
3044 2776
3045 if (settings.stat_loss_on_death) 2777 if (settings.stat_loss_on_death)
3046 { 2778 {
3047 /* Pick a random stat and take a point off it. Tell the player 2779 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2780 * what he lost.
3049 */ 2781 */
3050 change_attr_value (&(op->stats), i, -1); 2782 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2783 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2784 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2785 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2787 lost_a_stat = 1;
2788 }
2789 else
2790 {
2791 /* deplete a stat */
2792 archetype *deparch = archetype::find ("depletion");
2793 object *dep;
2794
2795 dep = present_arch_in_ob (deparch, op);
2796 if (!dep)
2797 {
2798 dep = arch_to_object (deparch);
2799 insert_ob_in_ob (dep, op);
3056 } 2800 }
3057 else 2801 lose_this_stat = 1;
2802 if (settings.balanced_stat_loss)
3058 { 2803 {
3059 /* deplete a stat */ 2804 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2805 /* Get the stat that we're about to deplete. */
3061 object *dep; 2806 this_stat = get_attr_value (&(dep->stats), i);
3062 2807 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2808 {
3066 dep = arch_to_object (deparch); 2809 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2810 int keep_chance = this_stat * this_stat;
3068 } 2811
3069 lose_this_stat = 1; 2812 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2813 if (keep_chance < 1)
2814 keep_chance = 1;
2815
2816 /* There is a maximum depletion total per level. */
2817 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2818 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2819 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2820 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2821 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2822 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2823 else
3111 if (this_stat >= -50)
3112 { 2824 {
3113 change_attr_value (&(dep->stats), i, -1); 2825 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2826 lose_this_stat = 0;
2827 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2828 this_stat, keep_chance, loss_chance,
2829 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2830 }
3119 } 2831 }
3120 } 2832 }
2833
2834 if (lose_this_stat)
2835 {
2836 this_stat = get_attr_value (&(dep->stats), i);
2837 /* We could try to do something clever like find another
2838 * stat to reduce if this fails. But chances are, if
2839 * stats have been depleted to -50, all are pretty low
2840 * and should be roughly the same, so it shouldn't make a
2841 * difference.
2842 */
2843 if (this_stat >= -50)
2844 {
2845 change_attr_value (&(dep->stats), i, -1);
2846 SET_FLAG (dep, FLAG_APPLIED);
2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2848 op->update_stats ();
2849 lost_a_stat = 1;
2850 }
3121 } 2851 }
2852 }
2853 }
3122 /* If no stat lost, tell the player. */ 2854 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2855 if (!lost_a_stat)
3124 { 2856 {
3125 /* determine_god() seems to not work sometimes... why is this? 2857 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2858 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2859 const char *god = determine_god (op);
3128 2860
3129 if (god && (strcmp (god, "none"))) 2861 if (god && (strcmp (god, "none")))
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2862 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2863 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2864 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2865 }
3134#else 2866#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2867 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2868#endif
3137 2869
3138 /* Put a gravestone up where the character 'almost' died. List the 2870 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2871 * exp loss on the stone.
3140 */ 2872 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2873 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2874 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2875 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2876 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2877 tmp->name_pl = buf;
3146 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2878 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2879 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2880 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2881 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2882
3151 /**************************************/ 2883 /**************************************/
3152 /* */ 2884 /* */
3153 /* Subtract the experience points, */ 2885 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2886 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2887 /* food, and reset HP's... */
3156 /* */ 2888 /* */
3157 /**************************************/ 2889 /**************************************/
3158 2890
3159 /* remove any poisoning and confusion the character may be suffering. */ 2891 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2892 /* restore player */
3161 at = archetype::find ("poisoning"); 2893 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3163 2895
3164 if (tmp) 2896 if (tmp)
3165 { 2897 {
3166 tmp->destroy (); 2898 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2900 }
3169 2901
3170 at = archetype::find ("confusion"); 2902 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2903 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2904 if (tmp)
3173 { 2905 {
3174 tmp->destroy (); 2906 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2907 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2908 }
3177 2909
3178 cure_disease (op, 0); /* remove any disease */ 2910 cure_disease (op, 0); /* remove any disease */
3179 2911
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2912 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2913 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2914 if (op->stats.food < 100)
3183 op->stats.food = 900; 2915 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2916 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2919
3188 /* 2920 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2921 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back 2922 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2923 * in the map.
3192 */ 2924 */
3193 2925
3194 if (is_in_shop (op)) 2926 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2927 remove_unpaid_objects (op->inv, op);
3196 2928
3197 /****************************************/ 2929 /****************************************/
3198 /* */ 2930 /* */
3199 /* Move player to his current respawn- */ 2931 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2932 /* position (usually last savebed) */
3201 /* */ 2933 /* */
3202 /****************************************/ 2934 /****************************************/
3203 2935
3204 enter_player_savebed (op); 2936 enter_player_savebed (op);
3205 2937
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2938 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2939
3212 /* it is possible that the player has blown something up 2940 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2941 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2942 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2943 * on the space that might harm the player.
3216 */ 2944 */
3217 will_kill_again = 0; 2945 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2946 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2947 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2948 will_kill_again |= tmp->attacktype;
3221 2949
3222 if (will_kill_again) 2950 if (will_kill_again)
3223 { 2951 {
3224 object *force; 2952 object *force;
3225 int at; 2953 int at;
3226 2954
3227 force = get_archetype (FORCE_NAME); 2955 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2956 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2957 force->speed = 0.1;
3230 force->speed_left = -5.0; 2958 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2959 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2960 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2961 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2962 force->resist[at] = 100;
3235 2963
3236 insert_ob_in_ob (force, op); 2964 insert_ob_in_ob (force, op);
3237 fix_player (op); 2965 op->update_stats ();
3238 2966
3239 } 2967 }
3240 2968
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2969 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2970}
3310
3311 2971
3312void 2972void
3313loot_object (object *op) 2973loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2974{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2975 object *tmp, *tmp2, *next;
3316 2976
3317 if (op->container) 2977 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2978
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3323 { 2980 {
3324 next = tmp->below; 2981 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3326 continue; 2984 continue;
2985
3327 tmp->remove (); 2986 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2988
3329 if (tmp->type == CONTAINER) 2989 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2990 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2991
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2993 {
3335 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3336 { 2995 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2997 tmp2->destroy ();
3349/* 3008/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 3011 * was changed.
3353 */ 3012 */
3354
3355void 3013void
3356fix_weight (void) 3014fix_weight (void)
3357{ 3015{
3358 player *pl; 3016 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3017 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3018 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3019
3364 if (old == sum) 3020 if (old == sum)
3365 continue; 3021 continue;
3366 fix_player (pl->ob); 3022 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3023 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3024 }
3369} 3025}
3370 3026
3371void 3027void
3372fix_luck (void) 3028fix_luck (void)
3373{ 3029{
3374 player *pl; 3030 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3031 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3032 pl->ob->change_luck (0);
3379} 3033}
3380
3381 3034
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3035/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3036 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3037 * just treat this as any other spell casting object.
3385 */ 3038 */
3386
3387void 3039void
3388cast_dust (object *op, object *throw_ob, int dir) 3040cast_dust (object *op, object *throw_ob, int dir)
3389{ 3041{
3390 object *skop, *spob; 3042 object *skop, *spob;
3391 3043
3436 object *tmp = NULL; 3088 object *tmp = NULL;
3437 3089
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3091 return 1;
3440 3092
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3093 return 0;
3447} 3094}
3448 3095
3449/* look at the surrounding terrain to determine 3096/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3097 * the hideability of this object. Positive levels
3506 3153
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3154 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3155
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3156 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3157 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3158 if (!skop || num >= skop->level)
3513 { 3159 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3160 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3161 make_visible (op);
3516 return; 3162 return;
3517 } 3163 }
3518 else 3164 else
3519 num += 20; 3165 num += 20;
3520 } 3166
3521 num += op->map->difficulty; 3167 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3168 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3169 num -= hide;
3170
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3171 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3172 {
3526 make_visible (op); 3173 make_visible (op);
3527 if (op->type == PLAYER) 3174 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3175 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3176 }
3530 else if (op->type == PLAYER && skop) 3177 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3178 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3179}
3535 3180
3536/* determine if who is standing near a hostile creature. */ 3181/* determine if who is standing near a hostile creature. */
3537 3182
3538int 3183int
3565 if (mflags & P_OUT_OF_MAP) 3210 if (mflags & P_OUT_OF_MAP)
3566 continue; 3211 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3212 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3213 continue;
3569 3214
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3215 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3216 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3217 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3218 return 1;
3574 else if (tmp->type == PLAYER) 3219 else if (tmp->type == PLAYER)
3575 { 3220 {
3605 if (pl->type != PLAYER) 3250 if (pl->type != PLAYER)
3606 { 3251 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3252 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3253 return -1;
3609 } 3254 }
3255
3610 if (!pl || !op) 3256 if (!pl || !op)
3611 return 0; 3257 return 0;
3612 3258
3613 if (op->head)
3614 {
3615 op = op->head; 3259 op = op->head_ ();
3616 } 3260
3617 get_rangevector (pl, op, &rv, 0x1); 3261 get_rangevector (pl, op, &rv, 0x1);
3618 3262
3619 /* starting with the 'head' part, lets loop 3263 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3264 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3265 * part that is in the los array but isnt on
3629 3273
3630 /* only the viewable area the player sees is updated by LOS 3274 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3275 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3276 * for any meaningful values.
3633 */ 3277 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3278 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3279 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3280 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3281 return 1;
3638 op = op->more; 3282 op = op->more;
3639 } 3283 }
3640 return 0; 3284 return 0;
3641} 3285}
3751 if (trlist == NULL || who->type != PLAYER) 3395 if (trlist == NULL || who->type != PLAYER)
3752 return; 3396 return;
3753 3397
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3399
3756 if (tr == NULL || tr->item == NULL) 3400 if (!tr || !tr->item)
3757 { 3401 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3403 return;
3760 } 3404 }
3761 3405
3827 { 3471 {
3828 /* forces in the treasurelist can alter the player's stats */ 3472 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3473 object *skin;
3830 3474
3831 /* first get the dragon skin force */ 3475 /* first get the dragon skin force */
3476 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3477 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3478 ;
3479
3833 if (skin == NULL) 3480 if (!skin)
3834 return; 3481 return;
3835 3482
3836 /* adding new spellpath attunements */ 3483 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3484 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3485 {
3883 * not readied. 3530 * not readied.
3884 */ 3531 */
3885void 3532void
3886player_unready_range_ob (player *pl, object *ob) 3533player_unready_range_ob (player *pl, object *ob)
3887{ 3534{
3888 rangetype i;
3889
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3892 if (pl->ranges[i] == ob) 3536 if (pl->ranges[i] == ob)
3893 { 3537 {
3894 pl->ranges[i] = NULL; 3538 pl->ranges[i] = 0;
3895 if (pl->shoottype == i) 3539 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none; 3540 pl->shoottype = range_none;
3898 }
3899 } 3541 }
3900 }
3901} 3542}
3543
3544sint8
3545player::visibility_at (maptile *map, int x, int y) const
3546{
3547 if (!ns)
3548 return 0;
3549
3550 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0;
3553
3554 x += dx - ns->current_x + ns->mapx / 2;
3555 y += dy - ns->current_y + ns->mapy / 2;
3556
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y];
3561}

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