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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 1.104 by root, Fri Feb 16 19:43:41 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 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))
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 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 ob->close_container (); //TODO: client-specific
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311}
312
313player::player ()
314{
315 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point.
317 */
318 outputs_sync = 16; /* Every 2 seconds */
319 outputs_count = 8; /* Keeps present behaviour */
320 unapply = unapply_nochoice;
321
322 savebed_map = first_map_path; /* Init. respawn position */
323
324 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
299/* Tries to add player on the connection passwd in ns. 354/* 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 355 * All we can really get in this is some settings like host and display
301 * mode. 356 * mode.
302 */ 357 */
303 358player *
304int 359player::create ()
305add_player (client *ns)
306{ 360{
307 player *p = new player; 361 player *pl = new player;
308 362
309 p->socket = ns; 363 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 364
312 p->next = first_player; 365 pl->ob->roll_stats ();
313 first_player = p; 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
314 368
315 p = get_player (p);
316
317 set_first_map (p->ob); 369 set_first_map (pl->ob);
318 370
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; 371 return pl;
327} 372}
328 373
329/* 374/*
330 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
340 { 385 {
341 if (at == NULL || at->next == NULL) 386 if (at == NULL || at->next == NULL)
342 at = first_archetype; 387 at = first_archetype;
343 else 388 else
344 at = at->next; 389 at = at->next;
390
345 if (at->clone.type == PLAYER) 391 if (at->clone.type == PLAYER)
346 return at; 392 return at;
393
347 if (at == start) 394 if (at == start)
348 { 395 {
349 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 397 exit (-1);
351 } 398 }
352 } 399 }
353} 400}
354 401
355
356object * 402object *
357get_nearest_player (object *mon) 403get_nearest_player (object *mon)
358{ 404{
359 object *op = NULL; 405 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 406 objectlink *ol;
362 unsigned lastdist; 407 unsigned lastdist;
363 rv_vector rv; 408 rv_vector rv;
364 409
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 411 {
367 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 419 object *tmp = ol->ob;
375 420
376 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 422 * itself will have been cleared.
378 */ 423 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
380 ol = ol->next; 426 ol = ol->next;
381 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
382 if (!ol) 428 if (!ol)
383 return op; 429 return op;
384 } 430 }
397 { 443 {
398 op = ol->ob; 444 op = ol->ob;
399 lastdist = rv.distance; 445 lastdist = rv.distance;
400 } 446 }
401 } 447 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 448
403 { 449 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
408 { 452 {
409 op = pl->ob; 453 op = pl->ob;
410 lastdist = rv.distance; 454 lastdist = rv.distance;
411 } 455 }
412 } 456
413 }
414#if 0 457#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 459#endif
417 return op; 460 return op;
418} 461}
436 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 481 * is probably not a good thing.
439 */ 482 */
440#define MAX_SPACES 50 483#define MAX_SPACES 50
441
442 484
443/* 485/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 519 x = mon->x;
478 y = mon->y; 520 y = mon->y;
479 m = mon->map; 521 m = mon->map;
480 dir = rv.direction; 522 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
483 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 527 if (diff > max)
485 return 0; 528 return 0;
529
486 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
487 { 531 {
488 lastx = x; 532 lastx = x;
489 lasty = y; 533 lasty = y;
490 lastmap = m; 534 lastmap = m;
572 max--; 616 max--;
573 lastdir = dir; 617 lastdir = dir;
574 if (!firstdir) 618 if (!firstdir)
575 firstdir = dir; 619 firstdir = dir;
576 } 620 }
621
577 if (diff <= 1) 622 if (diff <= 1)
578 { 623 {
579 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 625 * headed toward player for entire distance.
581 */ 626 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 629 }
630
585 if (diff > max) 631 if (diff > max)
586 return 0; 632 return 0;
587 } 633 }
634
588 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
589 if (!max) 636 if (!max)
590 return 0; 637 return 0;
591 638
592 return firstdir; 639 return firstdir;
685 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
686 link_player_skills (pl); 733 link_player_skills (pl);
687} 734}
688 735
689void 736void
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) 737get_party_password (object *op, partylist *party)
774{ 738{
775 if (party == NULL) 739 if (party == NULL)
776 { 740 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 742 return;
779 } 743 }
744
780 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 749}
785
786 750
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 752static int
789roll_stat (void) 753roll_stat (void)
790{ 754{
791 int a[4], i, j, k; 755 int a[4], i, j, k;
792 756
793 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
795 759
796 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 761 if (a[i] < k)
798 k = a[i], j = i; 762 k = a[i], j = i;
799 763
800 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 765 if (i != j)
803 k += a[i]; 766 k += a[i];
804 } 767
805 return k; 768 return k;
806} 769}
807 770
808void 771void
809roll_stats (object *op) 772object::roll_stats ()
810{ 773{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 774 int statsort [7];
814 775
815 do 776 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 } 777 {
826 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
827 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
828 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 787 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;
836 788
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]; 789 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
861 796
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; 797 stats.exp = 0;
873 op->stats.ac = 0; 798 stats.ac = 0;
874 799
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; 800 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
883 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
884} 812}
885 813
886void 814void
887Roll_Again (object *op) 815object::swap_stats (int a, int b)
888{ 816{
889 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 818 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)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 820
894void 821 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
896{ 853{
897 signed char tmp;
898 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
899 855
900 if (op->contr->Swap_First == -1) 856 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); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 858 //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); 859 //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} 860}
1015 861
1016/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1020 * not the class. 866 * not the class.
1021 */ 867 */
1022
1023int 868int
1024key_change_class (object *op, char key) 869key_change_class (object *op, char key)
1025{ 870{
1026 int tmp_loop; 871 int tmp_loop;
1027 872
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 873 if (key == 'd' || key == 'D')
1035 { 874 {
1036 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
1037 876
1038 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, op, 0, 0, 0);
1044 883
1045 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, op->contr);
1047 886
1048 op->contr->state = ST_PLAYING; 887 op->contr->ns->state = ST_PLAYING;
1049 888
1050 if (op->msg) 889 if (op->msg)
1051 op->msg = NULL; 890 op->msg = NULL;
1052 891
1053 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1054 * to save here. 893 * to save here.
1055 */ 894 */
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1057 make_path_to_file (buf); 896 make_path_to_file (buf);
1058 897
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 898 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 900 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 901 link_player_skills (op);
1066 esrv_send_inventory (op, op); 902 esrv_send_inventory (op, op);
1067 fix_player (op); 903 op->update_stats ();
1068 904
1069 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1070 * is one for this race 906 * is one for this race
1071 */ 907 */
1072 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1073 { 909 {
1074 object *tmp; 910 object *tmp;
1075 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1076 912
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1078 tmp = object::create (); 914 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 op->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1084 * default initial map */ 920 * default initial map */
1085 tmp->destroy (); 921 tmp->destroy ();
1086 } 922 }
1087 else 923 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 925
1091 return 0; 926 return 0;
1092 } 927 }
1093 928
1094 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1099 while (!tmp_loop) 934 while (!tmp_loop)
1100 { 935 {
1101 shstr name = op->name; 936 shstr name = op->name;
1102 int x = op->x, y = op->y; 937 int x = op->x, y = op->y;
1103 938
1104 remove_statbonus (op); 939 op->remove_statbonus ();
1105 op->remove (); 940 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 941 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 942 op->arch->clone.copy_to (op);
1108 op->instantiate (); 943 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 944 op->stats = op->contr->orig_stats;
1111 op->x = x; 946 op->x = x;
1112 op->y = y; 947 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 950 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 951 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 952 tmp_loop = allowed_class (op);
1118 } 953 }
1119 954
1120 update_object (op, UP_OBJ_FACE); 955 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 957 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 958 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 959 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 960 op->stats.grace = 0;
1126 961
1127 if (op->msg) 962 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 963 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 964
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 965 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0; 966 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} 967}
1182 968
1183void 969void
1184flee_player (object *op) 970flee_player (object *op)
1185{ 971{
1215 { 1001 {
1216 op->enemy = NULL; 1002 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1004 return;
1219 } 1005 }
1006
1220 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1221 1008
1222 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1224 { 1011 {
1225 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1226 1013
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1015 return;
1230 }
1231 } 1016 }
1017
1232 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1020 op->enemy = NULL;
1235} 1021}
1236 1022
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 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)))); 1109 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1110 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 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)))); 1112 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1114 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 } 1115 }
1116
1358 /* philosophy: 1117 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1118 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1119 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1120 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1121 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1122 * example.
1364 * The drawback: right now it has no frontend, so you need to 1123 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1124 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1125 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1376 * found object is returned.
1618 */ 1377 */
1619object * 1378object *
1620find_arrow (object *op, const char *type) 1379find_arrow (object *op, const char *type)
1621{ 1380{
1622 object *tmp = NULL; 1381 object *tmp = 0;
1623 1382
1624 for (op = op->inv; op; op = op->below) 1383 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1384 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1385 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1386 else if (op->type == ARROW && op->race == type)
1628 return op; 1387 return op;
1388
1629 return tmp; 1389 return tmp;
1630} 1390}
1631 1391
1632/* 1392/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1393 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634 * against the target. A full test is not performed, simply a basic test 1394 * against the target. A full test is not performed, simply a basic test
1635 * of resistances. The archer is making a quick guess at what he sees down 1395 * of resistances. The archer is making a quick guess at what he sees down
1636 * the hall. Failing that it does it's best to pick the highest plus arrow. 1396 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1397 */
1638
1639object * 1398object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1399find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1400{
1642 object *tmp = NULL, *arrow, *ntmp; 1401 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1402 int attacknum, attacktype, betterby = 0, i;
1792 if (!dir) 1551 if (!dir)
1793 { 1552 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1553 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1554 return 0;
1796 } 1555 }
1556
1797 if (op->type == PLAYER) 1557 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1558 bow = op->contr->ranges[range_bow];
1799 else 1559 else
1800 { 1560 {
1801 for (bow = op->inv; bow; bow = bow->below) 1561 for (bow = op->inv; bow; bow = bow->below)
1809 { 1569 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1570 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1571 return 0;
1812 } 1572 }
1813 } 1573 }
1574
1814 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1815 { 1576 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1578 return 0;
1818 } 1579 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1581 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1582
1822 /* penalize ROF for bestarrow */ 1583 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1584 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1585 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586
1825 if (bowspeed < 1) 1587 if (bowspeed < 1)
1826 bowspeed = 1; 1588 bowspeed = 1;
1827 1589
1828 if (arrow == NULL) 1590 if (arrow == NULL)
1829 { 1591 {
1835 else 1597 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1599 return 0;
1838 } 1600 }
1839 } 1601 }
1602
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1604 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1605 return 0;
1844 } 1606
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1607 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1608 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1609 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1610 return 0;
1849 } 1611 }
1855 return 0; 1617 return 0;
1856 } 1618 }
1857 1619
1858 left = arrow; /* these are arrows left to the player */ 1620 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1621 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1622 if (!arrow)
1861 { 1623 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1625 return 0;
1864 } 1626 }
1627
1865 arrow->set_owner (op); 1628 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1629 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1630 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1631
1872 if (op->type == PLAYER) 1632 if (op->type == PLAYER)
1873 { 1633 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1635 op->update_stats ();
1876 } 1636 }
1877 1637
1878 SET_ANIMATION (arrow, arrow->direction); 1638 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1890 1650
1891 /* update the speed */ 1651 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1652 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; 1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1654
1895 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1899 1657
1900 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1901 { 1659 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1670 }
1913 1671
1914 if (arrow->attacktype == AT_PHYSICAL) 1672 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1673 arrow->attacktype |= bow->attacktype;
1916 1674
1917 if (bow->slaying != NULL) 1675 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1919 1677
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1680
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1682 m->insert (arrow, sx, sy, op);
1926 1683
1927 if (!arrow->destroyed ()) 1684 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1685 move_arrow (arrow);
1929 1686
1930 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1956 } 1713 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1715 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1717 wcmod = -1;
1718
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1720 }
1963 else if (op->contr->bowtype == bow_threewide) 1721 else if (op->contr->bowtype == bow_threewide)
1964 { 1722 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 1793
2036 if (item->arch) 1794 if (item->arch)
2037 { 1795 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1797 item->face = item->arch->clone.face;
2040 item->speed = 0; 1798 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1799 }
1800
2043 if ((tmp = is_player_inv (item))) 1801 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1803 }
2046 } 1804 }
2047 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1806 drain_rod_charge (item);
2050 }
2051 } 1807 }
2052} 1808}
2053 1809
2054/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
2055 */ 1811 */
2094 { 1850 {
2095 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return; 1853 return;
2098 } 1854 }
1855
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1856 do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return; 1857 return;
2101 case range_builder: 1858 case range_builder:
2102 apply_map_builder (op, dir); 1859 apply_map_builder (op, dir);
2103 return; 1860 return;
2104 default: 1861 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return; 1863 return;
2107 } 1864 }
2108} 1865}
2109
2110
2111 1866
2112/* find_key 1867/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1868 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL 1869 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1870 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1872 * pl is the player,
2118 * inv is the objects inventory to searched 1873 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1874 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1875 * This function can be called recursively to search containers.
2121 */ 1876 */
2122
2123object * 1877object *
2124find_key (object *pl, object *container, object *door) 1878find_key (object *pl, object *container, object *door)
2125{ 1879{
2126 object *tmp, *key; 1880 object *tmp, *key;
2127 1881
2128 /* Should not happen, but sanity checking is never bad */ 1882 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1883 if (!container->inv)
2130 return NULL; 1884 return 0;
2131 1885
2132 /* First, lets try to find a key in the top level inventory */ 1886 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1888 {
2135 if (door->type == DOOR && tmp->type == KEY) 1889 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1890 break;
2137 /* For sanity, we should really check door type, but other stuff 1891 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1892 * (like containers) can be locked with special keys
2139 */ 1893 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1895 break;
2142 } 1896 }
1897
2143 /* No key found - lets search inventories now */ 1898 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1899 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1900 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1901 * a key, return
2147 */ 1902 */
2148 if (!tmp) 1903 if (!tmp)
2149 { 1904 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1905 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1906 {
2152 /* No reason to search empty containers */ 1907 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1908 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1909 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1910 if ((key = find_key (pl, tmp, door)))
2156 return key; 1911 return key;
2157 } 1912 }
2158 } 1913 }
1914
2159 if (!tmp) 1915 if (!tmp)
2160 return NULL; 1916 return NULL;
2161 } 1917 }
1918
2162 /* We get down here if we have found a key. Now if its in a container, 1919 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1920 * see if we actually want to use it
2164 */ 1921 */
2165 if (pl != container) 1922 if (pl != container)
2166 { 1923 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1944 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)); 1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1946 return NULL;
2190 } 1947 }
2191 } 1948 }
1949
2192 return tmp; 1950 return tmp;
2193} 1951}
2194 1952
2195/* moved door processing out of move_player_attack. 1953/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1954 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1956 * 0 otherwise
2199 */ 1957 */
2200static int 1958static int
2201player_attack_door (object *op, object *door) 1959player_attack_door (object *op, object *door)
2202{ 1960{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1961 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1962 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1963 * otherwise, we fall through to the rest of the code.
2207 */ 1964 */
2208 object *key = find_key (op, op, door); 1965 object *key = find_key (op, op, door);
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
2217 make_visible (op); 1974 make_visible (op);
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1976 spring_trap (door->inv, op);
1977
2220 if (door->type == DOOR) 1978 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2225 { 1981 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1982 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2227 remove_door2 (door); /* remove door without violence ;-) */ 1983 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1984 }
1985
2229 /* Do this after we print the message */ 1986 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1987 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1988 /* Need to update the weight the container the key was in */
2232 if (container != op) 1989 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 1990 esrv_update_item (UPD_WEIGHT, op, container);
1991
2234 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
2235 } 1993 }
2236 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2237 { 1995 {
2238 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 1998 return 1;
2241 } 1999 }
2000
2242 return 0; 2001 return 0;
2243} 2002}
2244 2003
2245/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2250 */ 2009 */
2251
2252void 2010void
2253move_player_attack (object *op, int dir) 2011move_player_attack (object *op, int dir)
2254{ 2012{
2255 object *tmp, *mon; 2013 object *tmp, *mon;
2256 sint16 nx, ny; 2014 sint16 nx, ny;
2258 maptile *m; 2016 maptile *m;
2259 2017
2260 nx = freearr_x[dir] + op->x; 2018 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2019 ny = freearr_y[dir] + op->y;
2262 2020
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2264 2022
2265 /* If braced, or can't move to the square, and it is not out of the 2023 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2024 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2025 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2273 */ 2031 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2033 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2035 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2279 if (!m) 2037 if (!m)
2280 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2281 } 2039 }
2282 else 2040 else
2283 m = op->map; 2041 m = op->map;
2284 2042
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2043 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; 2044 return;
2289 }
2290 2045
2291 mon = NULL; 2046 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2048 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2049 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2050 * on the space
2296 */ 2051 */
2297 while (tmp != NULL) 2052 while (tmp)
2298 { 2053 {
2299 if (tmp == op) 2054 if (tmp == op)
2300 { 2055 {
2301 tmp = tmp->above; 2056 tmp = tmp->above;
2302 continue; 2057 continue;
2312 mon = tmp; 2067 mon = tmp;
2313 2068
2314 tmp = tmp->above; 2069 tmp = tmp->above;
2315 } 2070 }
2316 2071
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2073 return; /* into a wall */
2319 2074
2320 if (mon->head != NULL) 2075 if (mon->head)
2321 mon = mon->head; 2076 mon = mon->head;
2322 2077
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2325 return; 2080 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2103 {
2349 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2105 if (op->contr->braced)
2351 return; 2106 return;
2107
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2111 make_visible (op);
2112
2356 return; 2113 return;
2357 } 2114 }
2358 2115
2359 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2119 * attack them either.
2363 */ 2120 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2124 (op->contr->peaceful
2368 || (mon->type == PLAYER 2125 || (mon->type == PLAYER
2369 && mon->contr-> 2126 && mon->contr->
2370 peaceful)) && 2127 peaceful)) &&
2371#else 2128#else
2372 op->contr->peaceful && 2129 op->contr->peaceful &&
2373#endif 2130#endif
2374 !on_battleground)) 2131 !on_battleground))
2375 { 2132 {
2376 if (!op->contr->braced) 2133 if (!op->contr->braced)
2377 { 2134 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2380 } 2137 }
2381 else 2138 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2140
2385 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2142 make_visible (op);
2387 } 2143 }
2388 2144
2389 /* If the object is a boulder or other rollable object, then 2145 /* 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 2156 * 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: 2157 * 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 2158 * 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. 2159 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2160 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 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))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2163 {
2409 2164
2410 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2173
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2175 }
2421 2176
2422 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2423 2178
2424 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2182 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2185 {
2431 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2432 2187
2433 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2436 } 2191 }
2192
2437 if (action_makes_visible (op)) 2193 if (action_makes_visible (op))
2438 make_visible (op); 2194 make_visible (op);
2439 } 2195 }
2440 } /* if player should attack something */ 2196 } /* if player should attack something */
2441} 2197}
2443int 2199int
2444move_player (object *op, int dir) 2200move_player (object *op, int dir)
2445{ 2201{
2446 int pick; 2202 int pick;
2447 2203
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2205 return 0;
2450 2206
2451 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2453 { 2209 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2211 return 0;
2456 } 2212 }
2457 2213
2458 /* peterm: added following line */ 2214 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2217
2462 op->facing = dir; 2218 op->facing = dir;
2463 2219
2464 if (op->hide) 2220 if (op->hide)
2465 do_hidden_move (op); 2221 do_hidden_move (op);
2476 2232
2477 /* Add special check for newcs players and fire on - this way, the 2233 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2234 * server can handle repeat firing.
2479 */ 2235 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2237 op->direction = dir;
2483 }
2484 else 2238 else
2485 {
2486 op->direction = 0; 2239 op->direction = 0;
2487 } 2240
2488 /* Update how the player looks. Use the facing, so direction may 2241 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2242 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2243 * for players.
2491 */ 2244 */
2492 animate_object (op, op->facing); 2245 animate_object (op, op->facing);
2544 2297
2545 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2300 * called, so we recheck it here.
2548 */ 2301 */
2549 op->contr->socket->handle_command (); 2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2550 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2551 return 0; 2306 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2308 {
2555 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2310 op->speed_left--;
2557 2311
2558 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2561 */ 2315 */
2562 move_player (op, op->direction); 2316 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2317
2564 return 1; 2318 return op->speed_left > 0;
2565 else 2319 }
2566 return 0;
2567 } 2320 }
2568 2321
2569 return 0; 2322 return 0;
2570} 2323}
2571 2324
2591 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2592 2345
2593 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2594 op->stats.food = 999; 2347 op->stats.food = 999;
2595 2348
2596 fix_player (op); 2349 op->update_stats ();
2597 return 1; 2350 return 1;
2598 } 2351 }
2599 2352
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2362 * from.
2610 */ 2363 */
2611void 2364void
2612remove_unpaid_objects (object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2613{ 2366{
2614 object *next;
2615
2616 while (op) 2367 while (op)
2617 { 2368 {
2618 next = op->below; /* Make sure we have a good value, in case 2369 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2370
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2371 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2372 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2373 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2374 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2375
2376 op->insert_at (env);
2629 } 2377 }
2630 else if (op->inv) 2378 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2379 remove_unpaid_objects (op->inv, env);
2632 2380
2633 op = next; 2381 op = next;
2634 } 2382 }
2635} 2383}
2636
2637 2384
2638/* 2385/*
2639 * Returns pointer a static string containing gravestone text 2386 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2387 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2388 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2423 strcat (buf2, buf);
2677 2424
2678 return buf2; 2425 return buf2;
2679} 2426}
2680
2681
2682 2427
2683void 2428void
2684do_some_living (object *op) 2429do_some_living (object *op)
2685{ 2430{
2686 int last_food = op->stats.food; 2431 int last_food = op->stats.food;
2695 const int max_grace = 1; 2440 const int max_grace = 1;
2696 2441
2697 if (op->contr->outputs_sync) 2442 if (op->contr->outputs_sync)
2698 { 2443 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 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) 2445 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]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2447 }
2703 2448
2704 if (op->contr->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2705 { 2450 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2452 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2453 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2455 else
2712 { 2456 {
2713 gen_hp = op->stats.maxhp; 2457 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2459 }
2460
2716 if (op->contr->gen_sp >= 0) 2461 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2463 else
2719 { 2464 {
2720 gen_sp = op->stats.maxsp; 2465 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2467 }
2468
2723 if (op->contr->gen_grace >= 0) 2469 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2471 else
2726 { 2472 {
2727 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2489 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2491 op->stats.food = last_food;
2746 } 2492 }
2747 } 2493 }
2494
2748 if (max_sp > 1) 2495 if (max_sp > 1)
2749 { 2496 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2497 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2498 if (over_sp > 0)
2752 { 2499 {
2753 if (op->stats.sp < op->stats.maxsp) 2500 if (op->stats.sp < op->stats.maxsp)
2754 { 2501 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2505 op->stats.sp--;
2506
2758 if (op->stats.sp > op->stats.maxsp) 2507 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2508 op->stats.sp = op->stats.maxsp;
2760 } 2509 }
2761 op->last_sp = 0; 2510 op->last_sp = 0;
2762 } 2511 }
2763 else 2512 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2514 }
2768 else 2515 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2517 }
2773 2518
2774 /* Regenerate Grace */ 2519 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2521 if (--op->last_grace < 0)
2777 { 2522 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2523 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2780 if (max_grace > 1) 2526 if (max_grace > 1)
2781 { 2527 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2529 if (over_grace > 0)
2784 { 2530 {
2812 op->stats.food += op->contr->digestion; 2558 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2560 op->stats.food = last_food;
2815 } 2561 }
2816 } 2562 }
2563
2817 if (max_hp > 1) 2564 if (max_hp > 1)
2818 { 2565 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2567 if (over_hp > 0)
2821 { 2568 {
2845 2592
2846 if (op->contr->gen_hp > 0) 2593 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2595 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2850 /* dms do not consume food */ 2598 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2600 op->stats.food--;
2853 } 2601 }
2854 }
2855 2602
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2604 {
2858 object *tmp, *flesh = NULL; 2605 object *tmp, *flesh = 0;
2859 2606
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2608 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2614 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2616 break;
2870 } 2617 }
2871 else if (tmp->type == FLESH) 2618 else if (tmp->type == FLESH)
2872 flesh = tmp; 2619 flesh = tmp;
2873 } /* End if paid for object */ 2620 } /* End if paid for object */
2874 } /* end of for loop */ 2621 } /* end of for loop */
2622
2875 /* If player is still starving, it means they don't have any food, so 2623 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2624 * eat flesh instead.
2877 */ 2625 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2627 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2629 manual_apply (op, flesh, 0);
2882 } 2630 }
2883 } /* end if player is starving */ 2631 }
2884 2632
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2634 op->stats.food++, op->stats.hp--;
2887 2635
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2637 kill_player (op);
2638 }
2890} 2639}
2891
2892
2893 2640
2894/* If the player should die (lack of hp, food, etc), we call this. 2641/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2642 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2643 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2644 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2676
2930 /* restore player */ 2677 /* restore player */
2931 at = archetype::find ("poisoning"); 2678 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2680 {
2935 tmp->destroy (); 2681 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2683 }
2938 2684
2939 at = archetype::find ("confusion"); 2685 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2687 {
2943 tmp->destroy (); 2688 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2690 }
2946 2691
2948 op->stats.hp = op->stats.maxhp; 2693 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2694 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2695 op->stats.food = 999;
2951 2696
2952 /* create a bodypart-trophy to make the winner happy */ 2697 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2699 {
2956 sprintf (buf, "%s's finger", &op->name); 2700 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2701 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2705 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2708 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2709 }
2967 2710
2968 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2713 op->contr->braced = 0;
2975 2718
2976 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
2977 2720
2978 if (op->stats.food < 0) 2721 if (op->stats.food < 0)
2979 { 2722 {
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); 2723 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2724 strcpy (op->contr->killer, "starvation");
2989 } 2725 }
2990 else 2726 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); 2727 sprintf (buf, "%s died.", &op->name);
3000 } 2728
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2730
3003 /* save the map location for corpse, gravestone */ 2731 /* save the map location for corpse, gravestone */
3004 x = op->x; 2732 x = op->x;
3005 y = op->y; 2733 y = op->y;
3006 map = op->map; 2734 map = op->map;
3007 2735
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2736 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2737 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2738 * See the config.h file for a little more in depth detail about this.
3014 */ 2739 */
3015 2740
3016 /* Basically two ways to go - remove a stat permanently, or just 2741 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2742 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2743 * of death.
3019 */ 2744 */
3020#ifndef COZY_SERVER 2745#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2746 if (settings.balanced_stat_loss)
3022 { 2747 {
3023 /* If stat loss is permanent, lose one stat only. */ 2748 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2749 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2750 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2751 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2752 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2753 little bit harder. */
3029 /* GD */ 2754 /* GD */
3030 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2756 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2757 else
3036 { 2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
3037 num_stats_lose = 1; 2761 num_stats_lose = 1;
3038 } 2762
3039 lost_a_stat = 0; 2763 lost_a_stat = 0;
3040 2764
3041 for (z = 0; z < num_stats_lose; z++) 2765 for (z = 0; z < num_stats_lose; z++)
3042 { 2766 {
3043 i = RANDOM () % NUM_STATS; 2767 i = RANDOM () % NUM_STATS;
3044 2768
3045 if (settings.stat_loss_on_death) 2769 if (settings.stat_loss_on_death)
3046 { 2770 {
3047 /* Pick a random stat and take a point off it. Tell the player 2771 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2772 * what he lost.
3049 */ 2773 */
3050 change_attr_value (&(op->stats), i, -1); 2774 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2775 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2776 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2777 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
3056 } 2792 }
3057 else 2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
3058 { 2795 {
3059 /* deplete a stat */ 2796 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2797 /* Get the stat that we're about to deplete. */
3061 object *dep; 2798 this_stat = get_attr_value (&(dep->stats), i);
3062 2799 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2800 {
3066 dep = arch_to_object (deparch); 2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2802 int keep_chance = this_stat * this_stat;
3068 } 2803
3069 lose_this_stat = 1; 2804 /* 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) 2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2810 {
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; 2811 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2812 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2813 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 } 2814 }
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 */ 2815 else
3111 if (this_stat >= -50)
3112 { 2816 {
3113 change_attr_value (&(dep->stats), i, -1); 2817 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; 2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2822 }
3119 } 2823 }
3120 } 2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
3121 } 2843 }
2844 }
2845 }
3122 /* If no stat lost, tell the player. */ 2846 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2847 if (!lost_a_stat)
3124 { 2848 {
3125 /* determine_god() seems to not work sometimes... why is this? 2849 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2850 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2851 const char *god = determine_god (op);
3128 2852
3129 if (god && (strcmp (god, "none"))) 2853 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); 2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2855 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2857 }
3134#else 2858#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2860#endif
3137 2861
3138 /* Put a gravestone up where the character 'almost' died. List the 2862 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2863 * exp loss on the stone.
3140 */ 2864 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2865 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2866 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2867 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2868 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2869 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); 2870 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2871 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2872 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2873 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2874
3151 /**************************************/ 2875 /**************************************/
3152 /* */ 2876 /* */
3153 /* Subtract the experience points, */ 2877 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2878 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2879 /* food, and reset HP's... */
3156 /* */ 2880 /* */
3157 /**************************************/ 2881 /**************************************/
3158 2882
3159 /* remove any poisoning and confusion the character may be suffering. */ 2883 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2884 /* restore player */
3161 at = archetype::find ("poisoning"); 2885 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2886 tmp = present_arch_in_ob (at, op);
3163 2887
3164 if (tmp) 2888 if (tmp)
3165 { 2889 {
3166 tmp->destroy (); 2890 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2892 }
3169 2893
3170 at = archetype::find ("confusion"); 2894 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2896 if (tmp)
3173 { 2897 {
3174 tmp->destroy (); 2898 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2900 }
3177 2901
3178 cure_disease (op, 0); /* remove any disease */ 2902 cure_disease (op, 0); /* remove any disease */
3179 2903
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2904 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2905 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2906 if (op->stats.food < 100)
3183 op->stats.food = 900; 2907 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2911
3188 /* 2912 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2913 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back 2914 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2915 * in the map.
3192 */ 2916 */
3193 2917
3194 if (is_in_shop (op)) 2918 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2919 remove_unpaid_objects (op->inv, op);
3196 2920
3197 /****************************************/ 2921 /****************************************/
3198 /* */ 2922 /* */
3199 /* Move player to his current respawn- */ 2923 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2924 /* position (usually last savebed) */
3201 /* */ 2925 /* */
3202 /****************************************/ 2926 /****************************************/
3203 2927
3204 enter_player_savebed (op); 2928 enter_player_savebed (op);
3205 2929
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2930 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2931
3212 /* it is possible that the player has blown something up 2932 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2933 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2934 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2935 * on the space that might harm the player.
3216 */ 2936 */
3217 will_kill_again = 0; 2937 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2938 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2939 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2940 will_kill_again |= tmp->attacktype;
3221 2941
3222 if (will_kill_again) 2942 if (will_kill_again)
3223 { 2943 {
3224 object *force; 2944 object *force;
3225 int at; 2945 int at;
3226 2946
3227 force = get_archetype (FORCE_NAME); 2947 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2948 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2949 force->speed = 0.1;
3230 force->speed_left = -5.0; 2950 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2951 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2952 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2953 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2954 force->resist[at] = 100;
3235 2955
3236 insert_ob_in_ob (force, op); 2956 insert_ob_in_ob (force, op);
3237 fix_player (op); 2957 op->update_stats ();
3238 2958
3239 } 2959 }
3240 2960
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2961 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} 2962}
3310
3311 2963
3312void 2964void
3313loot_object (object *op) 2965loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2966{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2967 object *tmp, *tmp2, *next;
3316 2968
3317 if (op->container) 2969 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2970
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2971 for (tmp = op->inv; tmp; tmp = next)
3323 { 2972 {
3324 next = tmp->below; 2973 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2974
2975 if (tmp->invisible)
3326 continue; 2976 continue;
2977
3327 tmp->remove (); 2978 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2980
3329 if (tmp->type == CONTAINER) 2981 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2982 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2983
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2985 {
3335 if (tmp->nrof > 1) 2986 if (tmp->nrof > 1)
3336 { 2987 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2989 tmp2->destroy ();
3349/* 3000/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 3001 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 3002 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 3003 * was changed.
3353 */ 3004 */
3354
3355void 3005void
3356fix_weight (void) 3006fix_weight (void)
3357{ 3007{
3358 player *pl; 3008 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3009 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3011
3364 if (old == sum) 3012 if (old == sum)
3365 continue; 3013 continue;
3366 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3016 }
3369} 3017}
3370 3018
3371void 3019void
3372fix_luck (void) 3020fix_luck (void)
3373{ 3021{
3374 player *pl; 3022 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3379} 3025}
3380
3381 3026
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3385 */ 3030 */
3386
3387void 3031void
3388cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3389{ 3033{
3390 object *skop, *spob; 3034 object *skop, *spob;
3391 3035
3436 object *tmp = NULL; 3080 object *tmp = NULL;
3437 3081
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3083 return 1;
3440 3084
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; 3085 return 0;
3447} 3086}
3448 3087
3449/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3506 3145
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3147
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3513 { 3151 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3153 make_visible (op);
3516 return; 3154 return;
3517 } 3155 }
3518 else 3156 else
3519 num += 20; 3157 num += 20;
3520 } 3158
3521 num += op->map->difficulty; 3159 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3161 num -= hide;
3162
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3164 {
3526 make_visible (op); 3165 make_visible (op);
3527 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3168 }
3530 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3171}
3535 3172
3536/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3537 3174
3538int 3175int
3565 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3566 continue; 3203 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3205 continue;
3569 3206
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3208 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3210 return 1;
3574 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3575 { 3212 {
3605 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3606 { 3243 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3245 return -1;
3609 } 3246 }
3247
3610 if (!pl || !op) 3248 if (!pl || !op)
3611 return 0; 3249 return 0;
3612 3250
3613 if (op->head)
3614 {
3615 op = op->head; 3251 op = op->head_ ();
3616 } 3252
3617 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3618 3254
3619 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3256 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3629 3265
3630 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3268 * for any meaningful values.
3633 */ 3269 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3273 return 1;
3638 op = op->more; 3274 op = op->more;
3639 } 3275 }
3640 return 0; 3276 return 0;
3641} 3277}
3751 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3752 return; 3388 return;
3753 3389
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3391
3756 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3757 { 3393 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3395 return;
3760 } 3396 }
3761 3397
3827 { 3463 {
3828 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3465 object *skin;
3830 3466
3831 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 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); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3833 if (skin == NULL) 3472 if (!skin)
3834 return; 3473 return;
3835 3474
3836 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3477 {
3883 * not readied. 3522 * not readied.
3884 */ 3523 */
3885void 3524void
3886player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3887{ 3526{
3888 rangetype i;
3889
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3892 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3893 { 3529 {
3894 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3895 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3898 }
3899 } 3533 }
3900 }
3901} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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