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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 1.111 by root, Mon Apr 23 11:43:22 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", (char *)"%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 }
172 size += strlen (buf); 144 size += strlen (buf);
173 } 145 }
174 } 146 }
175 147
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", (char *)"%s\n%s", subject, news);
178 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
179}
180
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} 151}
288 152
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
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 this->ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 6; /* Every 2 seconds */
324 outputs_count = 10; /* Keeps present behaviour */
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
299/* Tries to add player on the connection passwd in ns. 359/* 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 360 * All we can really get in this is some settings like host and display
301 * mode. 361 * mode.
302 */ 362 */
303 363player *
304int 364player::create ()
305add_player (client *ns)
306{ 365{
307 player *p = new player; 366 player *pl = new player;
308 367
309 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 369
312 p->next = first_player; 370 pl->ob->roll_stats ();
313 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
314 373
315 p = get_player (p);
316
317 set_first_map (p->ob); 374 set_first_map (pl->ob);
318 375
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; 376 return pl;
327} 377}
328 378
329/* 379/*
330 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
340 { 390 {
341 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
342 at = first_archetype; 392 at = first_archetype;
343 else 393 else
344 at = at->next; 394 at = at->next;
395
345 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
346 return at; 397 return at;
398
347 if (at == start) 399 if (at == start)
348 { 400 {
349 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 402 exit (-1);
351 } 403 }
352 } 404 }
353} 405}
354 406
355
356object * 407object *
357get_nearest_player (object *mon) 408get_nearest_player (object *mon)
358{ 409{
359 object *op = NULL; 410 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 411 objectlink *ol;
362 unsigned lastdist; 412 unsigned lastdist;
363 rv_vector rv; 413 rv_vector rv;
364 414
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 416 {
367 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 424 object *tmp = ol->ob;
375 425
376 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 427 * itself will have been cleared.
378 */ 428 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
380 ol = ol->next; 431 ol = ol->next;
381 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
382 if (!ol) 433 if (!ol)
383 return op; 434 return op;
384 } 435 }
397 { 448 {
398 op = ol->ob; 449 op = ol->ob;
399 lastdist = rv.distance; 450 lastdist = rv.distance;
400 } 451 }
401 } 452 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 453
403 { 454 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
408 { 457 {
409 op = pl->ob; 458 op = pl->ob;
410 lastdist = rv.distance; 459 lastdist = rv.distance;
411 } 460 }
412 } 461
413 }
414#if 0 462#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 464#endif
417 return op; 465 return op;
418} 466}
436 * circling behaviour. Unfortunately, this function is also used to determined 484 * 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 485 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 486 * is probably not a good thing.
439 */ 487 */
440#define MAX_SPACES 50 488#define MAX_SPACES 50
441
442 489
443/* 490/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * 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 492 * 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 493 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 524 x = mon->x;
478 y = mon->y; 525 y = mon->y;
479 m = mon->map; 526 m = mon->map;
480 dir = rv.direction; 527 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
483 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 532 if (diff > max)
485 return 0; 533 return 0;
534
486 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
487 { 536 {
488 lastx = x; 537 lastx = x;
489 lasty = y; 538 lasty = y;
490 lastmap = m; 539 lastmap = m;
572 max--; 621 max--;
573 lastdir = dir; 622 lastdir = dir;
574 if (!firstdir) 623 if (!firstdir)
575 firstdir = dir; 624 firstdir = dir;
576 } 625 }
626
577 if (diff <= 1) 627 if (diff <= 1)
578 { 628 {
579 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 630 * headed toward player for entire distance.
581 */ 631 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 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); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 634 }
635
585 if (diff > max) 636 if (diff > max)
586 return 0; 637 return 0;
587 } 638 }
639
588 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
589 if (!max) 641 if (!max)
590 return 0; 642 return 0;
591 643
592 return firstdir; 644 return firstdir;
685 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
686 link_player_skills (pl); 738 link_player_skills (pl);
687} 739}
688 740
689void 741void
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) 742get_party_password (object *op, partylist *party)
774{ 743{
775 if (party == NULL) 744 if (party == NULL)
776 { 745 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 747 return;
779 } 748 }
749
780 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 754}
785
786 755
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 757static int
789roll_stat (void) 758roll_stat (void)
790{ 759{
791 int a[4], i, j, k; 760 int a[4], i, j, k;
792 761
793 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
795 764
796 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 766 if (a[i] < k)
798 k = a[i], j = i; 767 k = a[i], j = i;
799 768
800 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 770 if (i != j)
803 k += a[i]; 771 k += a[i];
804 } 772
805 return k; 773 return k;
806} 774}
807 775
808void 776void
809roll_stats (object *op) 777object::roll_stats ()
810{ 778{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 779 int statsort [7];
814 780
815 do 781 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 } 782 {
826 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
827 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
828 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 792 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;
836 793
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]; 794 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
861 801
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; 802 stats.exp = 0;
873 op->stats.ac = 0; 803 stats.ac = 0;
874 804
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; 805 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
883 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
884} 817}
885 818
886void 819void
887Roll_Again (object *op) 820object::swap_stats (int a, int b)
888{ 821{
889 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 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)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 825
894void 826 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
896{ 858{
897 signed char tmp;
898 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
899 860
900 if (op->contr->Swap_First == -1) 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
1015 866
1016/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1020 * not the class. 871 * not the class.
1021 */ 872 */
1022
1023int 873int
1024key_change_class (object *op, char key) 874key_change_class (object *op, char key)
1025{ 875{
1026 int tmp_loop; 876 int tmp_loop;
1027 877
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 878 if (key == 'd' || key == 'D')
1035 { 879 {
1036 char buf[MAX_BUF]; 880 char buf[MAX_BUF];
1037 881
1038 /* this must before then initial items are given */ 882 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 883 esrv_new_player (op->contr, op->weight + op->carrying);
1040 884
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 885 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 886 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 887 create_treasure (tl, op, 0, 0, 0);
1044 888
1045 INVOKE_PLAYER (BIRTH, op->contr); 889 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 890 INVOKE_PLAYER (LOGIN, op->contr);
1047 891
1048 op->contr->state = ST_PLAYING; 892 op->contr->ns->state = ST_PLAYING;
1049 893
1050 if (op->msg) 894 if (op->msg)
1051 op->msg = NULL; 895 op->msg = NULL;
1052 896
1053 /* We create this now because some of the unique maps will need it 897 /* We create this now because some of the unique maps will need it
1054 * to save here. 898 * to save here.
1055 */ 899 */
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1057 make_path_to_file (buf); 901 make_path_to_file (buf);
1058 902
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 903 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 905 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 906 link_player_skills (op);
1066 esrv_send_inventory (op, op); 907 esrv_send_inventory (op, op);
1067 fix_player (op); 908 op->update_stats ();
1068 909
1069 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1070 * is one for this race 911 * is one for this race
1071 */ 912 */
1072 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1073 { 914 {
1074 object *tmp; 915 object *tmp;
1075 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1076 917
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1078 tmp = object::create (); 919 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 op->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1084 * default initial map */ 925 * default initial map */
1085 tmp->destroy (); 926 tmp->destroy ();
1086 } 927 }
1087 else 928 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 930
1091 return 0; 931 return 0;
1092 } 932 }
1093 933
1094 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1099 while (!tmp_loop) 939 while (!tmp_loop)
1100 { 940 {
1101 shstr name = op->name; 941 shstr name = op->name;
1102 int x = op->x, y = op->y; 942 int x = op->x, y = op->y;
1103 943
1104 remove_statbonus (op); 944 op->remove_statbonus ();
1105 op->remove (); 945 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 946 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 947 op->arch->clone.copy_to (op);
1108 op->instantiate (); 948 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 949 op->stats = op->contr->orig_stats;
1111 op->x = x; 951 op->x = x;
1112 op->y = y; 952 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 955 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 956 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 957 tmp_loop = allowed_class (op);
1118 } 958 }
1119 959
1120 update_object (op, UP_OBJ_FACE); 960 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 962 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 965 op->stats.grace = 0;
1126 966
1127 if (op->msg) 967 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 968 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 969
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 970 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; 971 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} 972}
1182 973
1183void 974void
1184flee_player (object *op) 975flee_player (object *op)
1185{ 976{
1215 { 1006 {
1216 op->enemy = NULL; 1007 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1008 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1009 return;
1219 } 1010 }
1011
1220 get_rangevector (op, op->enemy, &rv, 0); 1012 get_rangevector (op, op->enemy, &rv, 0);
1221 1013
1222 dir = absdir (4 + rv.direction); 1014 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1015 for (diff = 0; diff < 3; diff++)
1224 { 1016 {
1225 int m = 1 - (RANDOM () & 2); 1017 int m = 1 - (RANDOM () & 2);
1226 1018
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1019 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1020 return;
1230 }
1231 } 1021 }
1022
1232 /* Cornered, get rid of scared */ 1023 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1025 op->enemy = NULL;
1235} 1026}
1236 1027
1242int 1033int
1243check_pick (object *op) 1034check_pick (object *op)
1244{ 1035{
1245 object *tmp, *next; 1036 object *tmp, *next;
1246 int stop = 0; 1037 int stop = 0;
1247 int j, k, wvratio; 1038 int wvratio;
1248 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1249 1040
1250 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1252 return 1; 1043 return 1;
1253 1044
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1115 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 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 } 1120 }
1121
1358 /* philosophy: 1122 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1123 * 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 1124 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1126 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1127 * example.
1364 * The drawback: right now it has no frontend, so you need to 1128 * 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 1129 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1381 * found object is returned.
1618 */ 1382 */
1619object * 1383object *
1620find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1621{ 1385{
1622 object *tmp = NULL; 1386 object *tmp = 0;
1623 1387
1624 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1628 return op; 1392 return op;
1393
1629 return tmp; 1394 return tmp;
1630} 1395}
1631 1396
1632/* 1397/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * 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 1399 * 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 1400 * 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. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1402 */
1638
1639object * 1403object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1405{
1642 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1792 if (!dir) 1556 if (!dir)
1793 { 1557 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1559 return 0;
1796 } 1560 }
1561
1797 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1563 bow = op->contr->ranges[range_bow];
1799 else 1564 else
1800 { 1565 {
1801 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1809 { 1574 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1576 return 0;
1812 } 1577 }
1813 } 1578 }
1579
1814 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1815 { 1581 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1583 return 0;
1818 } 1584 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1587
1822 /* penalize ROF for bestarrow */ 1588 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1825 if (bowspeed < 1) 1592 if (bowspeed < 1)
1826 bowspeed = 1; 1593 bowspeed = 1;
1827 1594
1828 if (arrow == NULL) 1595 if (arrow == NULL)
1829 { 1596 {
1835 else 1602 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1604 return 0;
1838 } 1605 }
1839 } 1606 }
1607
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1610 return 0;
1844 } 1611
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1613 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1615 return 0;
1849 } 1616 }
1855 return 0; 1622 return 0;
1856 } 1623 }
1857 1624
1858 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1627 if (!arrow)
1861 { 1628 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1630 return 0;
1864 } 1631 }
1632
1865 arrow->set_owner (op); 1633 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1635 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1636
1872 if (op->type == PLAYER) 1637 if (op->type == PLAYER)
1873 { 1638 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1640 op->update_stats ();
1876 } 1641 }
1877 1642
1878 SET_ANIMATION (arrow, arrow->direction); 1643 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1645 arrow->stats.hp = arrow->stats.dam;
1890 1655
1891 /* update the speed */ 1656 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1657 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; 1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1659
1895 if (arrow->speed < 1.0) 1660 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1661 arrow->speed_left = 0;
1899 1662
1900 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1901 { 1664 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1675 }
1913 1676
1914 if (arrow->attacktype == AT_PHYSICAL) 1677 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1916 1679
1917 if (bow->slaying != NULL) 1680 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1681 arrow->slaying = bow->slaying;
1919 1682
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1683 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1685
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1687 m->insert (arrow, sx, sy, op);
1926 1688
1927 if (!arrow->destroyed ()) 1689 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1690 move_arrow (arrow);
1929 1691
1930 if (op->type == PLAYER) 1692 if (op->type == PLAYER)
1956 } 1718 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1719 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1720 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1722 wcmod = -1;
1723
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1724 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1725 }
1963 else if (op->contr->bowtype == bow_threewide) 1726 else if (op->contr->bowtype == bow_threewide)
1964 { 1727 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 1798
2036 if (item->arch) 1799 if (item->arch)
2037 { 1800 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1801 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1802 item->face = item->arch->clone.face;
2040 item->speed = 0; 1803 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1804 }
1805
2043 if ((tmp = is_player_inv (item))) 1806 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1807 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1808 }
2046 } 1809 }
2047 else if (item->type == ROD || item->type == HORN) 1810 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1811 drain_rod_charge (item);
2050 }
2051 } 1812 }
2052} 1813}
2053 1814
2054/* Received a fire command for the player - go and do it. 1815/* Received a fire command for the player - go and do it.
2055 */ 1816 */
2094 { 1855 {
2095 if (op->type == PLAYER) 1856 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return; 1858 return;
2098 } 1859 }
1860
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1861 do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return; 1862 return;
2101 case range_builder: 1863 case range_builder:
2102 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
2103 return; 1865 return;
2104 default: 1866 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return; 1868 return;
2107 } 1869 }
2108} 1870}
2109
2110
2111 1871
2112/* find_key 1872/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1873 * 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 1874 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1875 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1877 * pl is the player,
2118 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
2121 */ 1881 */
2122
2123object * 1882object *
2124find_key (object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
2125{ 1884{
2126 object *tmp, *key; 1885 object *tmp, *key;
2127 1886
2128 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1888 if (!container->inv)
2130 return NULL; 1889 return 0;
2131 1890
2132 /* First, lets try to find a key in the top level inventory */ 1891 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1893 {
2135 if (door->type == DOOR && tmp->type == KEY) 1894 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1895 break;
2137 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
2139 */ 1898 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1900 break;
2142 } 1901 }
1902
2143 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1904 /* 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 1905 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1906 * a key, return
2147 */ 1907 */
2148 if (!tmp) 1908 if (!tmp)
2149 { 1909 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1911 {
2152 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1913 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1914 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1915 if ((key = find_key (pl, tmp, door)))
2156 return key; 1916 return key;
2157 } 1917 }
2158 } 1918 }
1919
2159 if (!tmp) 1920 if (!tmp)
2160 return NULL; 1921 return NULL;
2161 } 1922 }
1923
2162 /* We get down here if we have found a key. Now if its in a container, 1924 /* 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 1925 * see if we actually want to use it
2164 */ 1926 */
2165 if (pl != container) 1927 if (pl != container)
2166 { 1928 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1949 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)); 1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1951 return NULL;
2190 } 1952 }
2191 } 1953 }
1954
2192 return tmp; 1955 return tmp;
2193} 1956}
2194 1957
2195/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1959 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1961 * 0 otherwise
2199 */ 1962 */
2200static int 1963static int
2201player_attack_door (object *op, object *door) 1964player_attack_door (object *op, object *door)
2202{ 1965{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1966 /* 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 - 1967 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1968 * otherwise, we fall through to the rest of the code.
2207 */ 1969 */
2208 object *key = find_key (op, op, door); 1970 object *key = find_key (op, op, door);
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216 if (action_makes_visible (op)) 1978 if (action_makes_visible (op))
2217 make_visible (op); 1979 make_visible (op);
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1981 spring_trap (door->inv, op);
1982
2220 if (door->type == DOOR) 1983 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2225 { 1986 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1987 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 ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1989 }
1990
2229 /* Do this after we print the message */ 1991 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1992 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1993 /* Need to update the weight the container the key was in */
2232 if (container != op) 1994 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
2234 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
2235 } 1998 }
2236 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2237 { 2000 {
2238 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2003 return 1;
2241 } 2004 }
2005
2242 return 0; 2006 return 0;
2243} 2007}
2244 2008
2245/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2250 */ 2014 */
2251
2252void 2015void
2253move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2254{ 2017{
2255 object *tmp, *mon; 2018 object *tmp, *mon;
2256 sint16 nx, ny; 2019 sint16 nx, ny;
2258 maptile *m; 2021 maptile *m;
2259 2022
2260 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2262 2025
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2264 2027
2265 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2273 */ 2036 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2038 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2040 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2279 if (!m) 2042 if (!m)
2280 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2281 } 2044 }
2282 else 2045 else
2283 m = op->map; 2046 m = op->map;
2284 2047
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 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; 2049 return;
2289 }
2290 2050
2291 mon = NULL; 2051 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2055 * on the space
2296 */ 2056 */
2297 while (tmp != NULL) 2057 while (tmp)
2298 { 2058 {
2299 if (tmp == op) 2059 if (tmp == op)
2300 { 2060 {
2301 tmp = tmp->above; 2061 tmp = tmp->above;
2302 continue; 2062 continue;
2312 mon = tmp; 2072 mon = tmp;
2313 2073
2314 tmp = tmp->above; 2074 tmp = tmp->above;
2315 } 2075 }
2316 2076
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2078 return; /* into a wall */
2319 2079
2320 if (mon->head != NULL) 2080 if (mon->head)
2321 mon = mon->head; 2081 mon = mon->head;
2322 2082
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2325 return; 2085 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2108 {
2349 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2110 if (op->contr->braced)
2351 return; 2111 return;
2112
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2116 make_visible (op);
2117
2356 return; 2118 return;
2357 } 2119 }
2358 2120
2359 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2124 * attack them either.
2363 */ 2125 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2129 (op->contr->peaceful
2368 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2369 && mon->contr-> 2131 && mon->contr->
2370 peaceful)) && 2132 peaceful)) &&
2371#else 2133#else
2372 op->contr->peaceful && 2134 op->contr->peaceful &&
2373#endif 2135#endif
2374 !on_battleground)) 2136 !on_battleground))
2375 { 2137 {
2376 if (!op->contr->braced) 2138 if (!op->contr->braced)
2377 { 2139 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2380 } 2142 }
2381 else 2143 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2145
2385 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2147 make_visible (op);
2387 } 2148 }
2388 2149
2389 /* If the object is a boulder or other rollable object, then 2150 /* 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 2161 * 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: 2162 * 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 2163 * 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. 2164 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2165 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 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))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2168 {
2409 2169
2410 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2178
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2180 }
2421 2181
2422 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2423 2183
2424 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2187 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2190 {
2431 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2432 2192
2433 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2436 } 2196 }
2197
2437 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2438 make_visible (op); 2199 make_visible (op);
2439 } 2200 }
2440 } /* if player should attack something */ 2201 } /* if player should attack something */
2441} 2202}
2443int 2204int
2444move_player (object *op, int dir) 2205move_player (object *op, int dir)
2445{ 2206{
2446 int pick; 2207 int pick;
2447 2208
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2210 return 0;
2450 2211
2451 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2453 { 2214 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2216 return 0;
2456 } 2217 }
2457 2218
2458 /* peterm: added following line */ 2219 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2222
2462 op->facing = dir; 2223 op->facing = dir;
2463 2224
2464 if (op->hide) 2225 if (op->hide)
2465 do_hidden_move (op); 2226 do_hidden_move (op);
2476 2237
2477 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2239 * server can handle repeat firing.
2479 */ 2240 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2242 op->direction = dir;
2483 }
2484 else 2243 else
2485 {
2486 op->direction = 0; 2244 op->direction = 0;
2487 } 2245
2488 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2248 * for players.
2491 */ 2249 */
2492 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2501 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2502 */ 2260 */
2503int 2261int
2504handle_newcs_player (object *op) 2262handle_newcs_player (object *op)
2505{ 2263{
2506 if (op->contr->hidden)
2507 {
2508 op->invisible = 1000;
2509 /* the socket code flashes the player visible/invisible
2510 * depending on the value of invisible, so we need to
2511 * alternate it here for it to work correctly.
2512 */
2513 if (pticks & 2)
2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2519 if (!op->invisible)
2520 {
2521 make_visible (op);
2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 }
2524 }
2525
2526 if (QUERY_FLAG (op, FLAG_SCARED)) 2264 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2265 {
2528 flee_player (op); 2266 flee_player (op);
2529 /* If player is still scared, that is his action for this tick */ 2267 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED)) 2268 if (QUERY_FLAG (op, FLAG_SCARED))
2544 2282
2545 /* call this here - we also will call this in do_ericserver, but 2283 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2284 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2285 * called, so we recheck it here.
2548 */ 2286 */
2549 op->contr->socket->handle_command (); 2287 if (op->contr->ns->handle_command ())
2288 return 1;
2289
2550 if (op->speed_left < 0) 2290 if (op->speed_left > 0)
2551 return 0; 2291 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2292 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2293 {
2555 /* All move commands take 1 tick, at least for now */ 2294 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2295 op->speed_left--;
2557 2296
2558 /* Instead of all the stuff below, let move_player take care 2297 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2298 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2299 * there, as well as the confusion stuff.
2561 */ 2300 */
2562 move_player (op, op->direction); 2301 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2302
2564 return 1; 2303 return op->speed_left > 0;
2565 else 2304 }
2566 return 0;
2567 } 2305 }
2568 2306
2569 return 0; 2307 return 0;
2570} 2308}
2571 2309
2591 op->stats.hp = op->stats.maxhp; 2329 op->stats.hp = op->stats.maxhp;
2592 2330
2593 if (op->stats.food < 0) 2331 if (op->stats.food < 0)
2594 op->stats.food = 999; 2332 op->stats.food = 999;
2595 2333
2596 fix_player (op); 2334 op->update_stats ();
2597 return 1; 2335 return 1;
2598 } 2336 }
2599 2337
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2338 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2339 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2347 * from.
2610 */ 2348 */
2611void 2349void
2612remove_unpaid_objects (object *op, object *env) 2350remove_unpaid_objects (object *op, object *env)
2613{ 2351{
2614 object *next;
2615
2616 while (op) 2352 while (op)
2617 { 2353 {
2618 next = op->below; /* Make sure we have a good value, in case 2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2355
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2357 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2358 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2359 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2360
2361 op->insert_at (env);
2629 } 2362 }
2630 else if (op->inv) 2363 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2364 remove_unpaid_objects (op->inv, env);
2632 2365
2633 op = next; 2366 op = next;
2634 } 2367 }
2635} 2368}
2636
2637 2369
2638/* 2370/*
2639 * Returns pointer a static string containing gravestone text 2371 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2372 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2373 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2408 strcat (buf2, buf);
2677 2409
2678 return buf2; 2410 return buf2;
2679} 2411}
2680
2681
2682 2412
2683void 2413void
2684do_some_living (object *op) 2414do_some_living (object *op)
2685{ 2415{
2686 int last_food = op->stats.food; 2416 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2422 int rate_grace = 2000;
2693 const int max_hp = 1; 2423 const int max_hp = 1;
2694 const int max_sp = 1; 2424 const int max_sp = 1;
2695 const int max_grace = 1; 2425 const int max_grace = 1;
2696 2426
2427 if (op->contr->hidden)
2428 {
2429 op->invisible = 1000;
2430 /* the socket code flashes the player visible/invisible
2431 * depending on the value of invisible, so we need to
2432 * alternate it here for it to work correctly.
2433 */
2434 if (pticks & 2)
2435 op->invisible--;
2436 }
2437 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2438 {
2439 if (!op->invisible--)
2440 {
2441 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 }
2444 }
2445
2697 if (op->contr->outputs_sync) 2446 if (op->contr->outputs_sync)
2698 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2447 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) 2448 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]); 2449 flush_output_element (op, &op->contr->outputs[i]);
2702 }
2703 2450
2704 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2705 { 2452 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2457 else
2712 { 2458 {
2713 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2461 }
2462
2716 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2465 else
2719 { 2466 {
2720 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2469 }
2470
2723 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2473 else
2726 { 2474 {
2727 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2493 op->stats.food = last_food;
2746 } 2494 }
2747 } 2495 }
2496
2748 if (max_sp > 1) 2497 if (max_sp > 1)
2749 { 2498 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2500 if (over_sp > 0)
2752 { 2501 {
2753 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2754 { 2503 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2507 op->stats.sp--;
2508
2758 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2760 } 2511 }
2761 op->last_sp = 0; 2512 op->last_sp = 0;
2762 } 2513 }
2763 else 2514 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2516 }
2768 else 2517 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2519 }
2773 2520
2774 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2777 { 2524 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2780 if (max_grace > 1) 2528 if (max_grace > 1)
2781 { 2529 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2531 if (over_grace > 0)
2784 { 2532 {
2812 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2562 op->stats.food = last_food;
2815 } 2563 }
2816 } 2564 }
2565
2817 if (max_hp > 1) 2566 if (max_hp > 1)
2818 { 2567 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2569 if (over_hp > 0)
2821 { 2570 {
2845 2594
2846 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2597 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2850 /* dms do not consume food */ 2600 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2602 op->stats.food--;
2853 } 2603 }
2854 }
2855 2604
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2606 {
2858 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2859 2608
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2610 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2618 break;
2870 } 2619 }
2871 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2872 flesh = tmp; 2621 flesh = tmp;
2873 } /* End if paid for object */ 2622 } /* End if paid for object */
2874 } /* end of for loop */ 2623 } /* end of for loop */
2624
2875 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2626 * eat flesh instead.
2877 */ 2627 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2629 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2882 } 2632 }
2883 } /* end if player is starving */ 2633 }
2884 2634
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2887 2637
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2639 kill_player (op);
2640 }
2890} 2641}
2891
2892
2893 2642
2894/* If the player should die (lack of hp, food, etc), we call this. 2643/* 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 2644 * 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 2645 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2646 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 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..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2678
2930 /* restore player */ 2679 /* restore player */
2931 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2682 {
2935 tmp->destroy (); 2683 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2685 }
2938 2686
2939 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2689 {
2943 tmp->destroy (); 2690 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2692 }
2946 2693
2948 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2697 op->stats.food = 999;
2951 2698
2952 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2701 {
2956 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2703 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " 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); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2707 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2711 }
2967 2712
2968 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2715 op->contr->braced = 0;
2975 2720
2976 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2977 2722
2978 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2979 { 2724 {
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); 2725 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2989 } 2727 }
2990 else 2728 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); 2729 sprintf (buf, "%s died.", &op->name);
3000 } 2730
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2732
3003 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3004 x = op->x; 2734 x = op->x;
3005 y = op->y; 2735 y = op->y;
3006 map = op->map; 2736 map = op->map;
3007 2737
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2739 * 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. 2740 * See the config.h file for a little more in depth detail about this.
3014 */ 2741 */
3015 2742
3016 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2745 * of death.
3019 */ 2746 */
3020#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3022 { 2749 {
3023 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2752 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2755 little bit harder. */
3029 /* GD */ 2756 /* GD */
3030 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2758 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2759 else
3036 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3037 num_stats_lose = 1; 2763 num_stats_lose = 1;
3038 } 2764
3039 lost_a_stat = 0; 2765 lost_a_stat = 0;
3040 2766
3041 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3042 { 2768 {
3043 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3044 2770
3045 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3046 { 2772 {
3047 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2774 * what he lost.
3049 */ 2775 */
3050 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
3056 } 2794 }
3057 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3058 { 2797 {
3059 /* deplete a stat */ 2798 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3061 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3062 2801 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2802 {
3066 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3068 } 2805
3069 lose_this_stat = 1; 2806 /* 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) 2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2812 {
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; 2813 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2815 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 } 2816 }
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 */ 2817 else
3111 if (this_stat >= -50)
3112 { 2818 {
3113 change_attr_value (&(dep->stats), i, -1); 2819 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; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2824 }
3119 } 2825 }
3120 } 2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
3121 } 2845 }
2846 }
2847 }
3122 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2849 if (!lost_a_stat)
3124 { 2850 {
3125 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3128 2854
3129 if (god && (strcmp (god, "none"))) 2855 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); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2857 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2859 }
3134#else 2860#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2862#endif
3137 2863
3138 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2865 * exp loss on the stone.
3140 */ 2866 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2869 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2871 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); 2872 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; 2873 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2876
3151 /**************************************/ 2877 /**************************************/
3152 /* */ 2878 /* */
3153 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3156 /* */ 2882 /* */
3157 /**************************************/ 2883 /**************************************/
3158 2884
3159 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2886 /* restore player */
3161 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3163 2889
3164 if (tmp) 2890 if (tmp)
3165 { 2891 {
3166 tmp->destroy (); 2892 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2894 }
3169 2895
3170 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2898 if (tmp)
3173 { 2899 {
3174 tmp->destroy (); 2900 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2902 }
3177 2903
3178 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3179 2905
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3183 op->stats.food = 900; 2909 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2913
3188 /* 2914 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player has any unpaid items. If so, remove them
3190 * the player has any unpaid items. If so, remove them and put them back 2916 * and put them back in the map.
3191 * in the map. 2917 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2918 remove_unpaid_objects (op->inv, op);
3196 2919
3197 /****************************************/ 2920 /****************************************/
3198 /* */ 2921 /* */
3199 /* Move player to his current respawn- */ 2922 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2923 /* position (usually last savebed) */
3201 /* */ 2924 /* */
3202 /****************************************/ 2925 /****************************************/
3203 2926
3204 enter_player_savebed (op); 2927 enter_player_savebed (op);
3205 2928
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2929 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2930
3212 /* it is possible that the player has blown something up 2931 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2932 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2933 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2934 * on the space that might harm the player.
3216 */ 2935 */
3217 will_kill_again = 0; 2936 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2937 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2938 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2939 will_kill_again |= tmp->attacktype;
3221 2940
3222 if (will_kill_again) 2941 if (will_kill_again)
3223 { 2942 {
3224 object *force; 2943 object *force;
3225 int at; 2944 int at;
3226 2945
3227 force = get_archetype (FORCE_NAME); 2946 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2947 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2948 force->speed = 0.1;
3230 force->speed_left = -5.0; 2949 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2950 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2951 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2952 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2953 force->resist[at] = 100;
3235 2954
3236 insert_ob_in_ob (force, op); 2955 insert_ob_in_ob (force, op);
3237 fix_player (op); 2956 op->update_stats ();
3238 2957
3239 } 2958 }
3240 2959
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2960 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} 2961}
3310
3311 2962
3312void 2963void
3313loot_object (object *op) 2964loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2965{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2966 object *tmp, *tmp2, *next;
3316 2967
3317 if (op->container) 2968 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2969
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3323 { 2971 {
3324 next = tmp->below; 2972 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3326 continue; 2975 continue;
2976
3327 tmp->remove (); 2977 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
2979
3329 if (tmp->type == CONTAINER) 2980 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2981 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2982
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2984 {
3335 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3336 { 2986 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2988 tmp2->destroy ();
3349/* 2999/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 3001 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 3002 * was changed.
3353 */ 3003 */
3354
3355void 3004void
3356fix_weight (void) 3005fix_weight (void)
3357{ 3006{
3358 player *pl; 3007 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3008 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3010
3364 if (old == sum) 3011 if (old == sum)
3365 continue; 3012 continue;
3366 fix_player (pl->ob); 3013 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3014 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3015 }
3369} 3016}
3370 3017
3371void 3018void
3372fix_luck (void) 3019fix_luck (void)
3373{ 3020{
3374 player *pl; 3021 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3022 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3023 pl->ob->change_luck (0);
3379} 3024}
3380
3381 3025
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3026/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3027 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3028 * just treat this as any other spell casting object.
3385 */ 3029 */
3386
3387void 3030void
3388cast_dust (object *op, object *throw_ob, int dir) 3031cast_dust (object *op, object *throw_ob, int dir)
3389{ 3032{
3390 object *skop, *spob; 3033 object *skop, *spob;
3391 3034
3425 if (op->type == PLAYER) 3068 if (op->type == PLAYER)
3426 { 3069 {
3427 op->contr->tmp_invis = 0; 3070 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3071 op->contr->invis_race = 0;
3429 } 3072 }
3073
3430 update_object (op, UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_CHANGE);
3431} 3075}
3432 3076
3433int 3077int
3434is_true_undead (object *op) 3078is_true_undead (object *op)
3435{ 3079{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3081 return 1;
3440 3082
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; 3083 return 0;
3447} 3084}
3448 3085
3449/* look at the surrounding terrain to determine 3086/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3087 * the hideability of this object. Positive levels
3506 3143
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3144 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3145
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3146 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3147 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3148 if (!skop || num >= skop->level)
3513 { 3149 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3151 make_visible (op);
3516 return; 3152 return;
3517 } 3153 }
3518 else 3154 else
3519 num += 20; 3155 num += 20;
3520 } 3156
3521 num += op->map->difficulty; 3157 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3158 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3159 num -= hide;
3160
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3162 {
3526 make_visible (op); 3163 make_visible (op);
3527 if (op->type == PLAYER) 3164 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3165 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3166 }
3530 else if (op->type == PLAYER && skop) 3167 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3168 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3169}
3535 3170
3536/* determine if who is standing near a hostile creature. */ 3171/* determine if who is standing near a hostile creature. */
3537 3172
3538int 3173int
3565 if (mflags & P_OUT_OF_MAP) 3200 if (mflags & P_OUT_OF_MAP)
3566 continue; 3201 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3202 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3203 continue;
3569 3204
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3205 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3206 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3207 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3208 return 1;
3574 else if (tmp->type == PLAYER) 3209 else if (tmp->type == PLAYER)
3575 { 3210 {
3605 if (pl->type != PLAYER) 3240 if (pl->type != PLAYER)
3606 { 3241 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3242 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3243 return -1;
3609 } 3244 }
3245
3610 if (!pl || !op) 3246 if (!pl || !op)
3611 return 0; 3247 return 0;
3612 3248
3613 if (op->head)
3614 {
3615 op = op->head; 3249 op = op->head_ ();
3616 } 3250
3617 get_rangevector (pl, op, &rv, 0x1); 3251 get_rangevector (pl, op, &rv, 0x1);
3618 3252
3619 /* starting with the 'head' part, lets loop 3253 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3254 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3255 * part that is in the los array but isnt on
3629 3263
3630 /* only the viewable area the player sees is updated by LOS 3264 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3265 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3266 * for any meaningful values.
3633 */ 3267 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3270 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3271 return 1;
3638 op = op->more; 3272 op = op->more;
3639 } 3273 }
3640 return 0; 3274 return 0;
3641} 3275}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3372 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3373 int i = 0, j = 0;
3740 3374
3741 /* get the appropriate treasurelist */ 3375 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3376 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3377 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3378 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3379 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3380 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3381 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3382 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3383 trlist = treasurelist::find ("dragon_ability_poison");
3750 3384
3751 if (trlist == NULL || who->type != PLAYER) 3385 if (trlist == NULL || who->type != PLAYER)
3752 return; 3386 return;
3753 3387
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3388 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3389
3756 if (tr == NULL || tr->item == NULL) 3390 if (!tr || !tr->item)
3757 { 3391 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3392 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3393 return;
3760 } 3394 }
3761 3395
3827 { 3461 {
3828 /* forces in the treasurelist can alter the player's stats */ 3462 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3463 object *skin;
3830 3464
3831 /* first get the dragon skin force */ 3465 /* first get the dragon skin force */
3466 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); 3467 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3468 ;
3469
3833 if (skin == NULL) 3470 if (!skin)
3834 return; 3471 return;
3835 3472
3836 /* adding new spellpath attunements */ 3473 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3474 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3475 {
3883 * not readied. 3520 * not readied.
3884 */ 3521 */
3885void 3522void
3886player_unready_range_ob (player *pl, object *ob) 3523player_unready_range_ob (player *pl, object *ob)
3887{ 3524{
3888 rangetype i;
3889
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3892 if (pl->ranges[i] == ob) 3526 if (pl->ranges[i] == ob)
3893 { 3527 {
3894 pl->ranges[i] = NULL; 3528 pl->ranges[i] = 0;
3895 if (pl->shoottype == i) 3529 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none; 3530 pl->shoottype = range_none;
3898 }
3899 } 3531 }
3900 }
3901} 3532}
3533
3534sint8
3535player::visibility_at (maptile *map, int x, int y) const
3536{
3537 if (!ns)
3538 return 0;
3539
3540 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0;
3543
3544 x += dx - ns->current_x + ns->mapx / 2;
3545 y += dy - ns->current_y + ns->mapy / 2;
3546
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y];
3551}

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