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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.107 by root, Wed Mar 14 04:12:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 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;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
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;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
317 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point.
319 */
320 outputs_sync = 16; /* Every 2 seconds */
321 outputs_count = 8; /* Keeps present behaviour */
322 unapply = unapply_nochoice;
323
324 savebed_map = first_map_path; /* Init. respawn position */
325
326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
348}
349
350player::~player ()
351{
352 /* Clear item stack */
353 free (stack_items);
354}
355
307/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
309 * mode. 358 * mode.
310 */ 359 */
311 360player *
312int 361player::create ()
313add_player (client *ns)
314{ 362{
315 player *p = new player; 363 player *pl = new player;
316 364
317 p->socket = ns; 365 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 366
320 p->next = first_player; 367 pl->ob->roll_stats ();
321 first_player = p; 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
322 370
323 p = get_player (p);
324
325 set_first_map (p->ob); 371 set_first_map (pl->ob);
326 372
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 373 return pl;
335} 374}
336 375
337/* 376/*
338 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
364 403
365object * 404object *
366get_nearest_player (object *mon) 405get_nearest_player (object *mon)
367{ 406{
368 object *op = NULL; 407 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 408 objectlink *ol;
371 unsigned lastdist; 409 unsigned lastdist;
372 rv_vector rv; 410 rv_vector rv;
373 411
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 413 {
376 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 421 object *tmp = ol->ob;
384 422
385 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 424 * itself will have been cleared.
387 */ 425 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
389 ol = ol->next; 428 ol = ol->next;
390 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
391 if (!ol) 430 if (!ol)
392 return op; 431 return op;
393 } 432 }
406 { 445 {
407 op = ol->ob; 446 op = ol->ob;
408 lastdist = rv.distance; 447 lastdist = rv.distance;
409 } 448 }
410 } 449 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 450
412 { 451 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
417 { 454 {
418 op = pl->ob; 455 op = pl->ob;
419 lastdist = rv.distance; 456 lastdist = rv.distance;
420 } 457 }
421 } 458
422 }
423#if 0 459#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 461#endif
426 return op; 462 return op;
427} 463}
445 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 483 * is probably not a good thing.
448 */ 484 */
449#define MAX_SPACES 50 485#define MAX_SPACES 50
450
451 486
452/* 487/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 521 x = mon->x;
487 y = mon->y; 522 y = mon->y;
488 m = mon->map; 523 m = mon->map;
489 dir = rv.direction; 524 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
492 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 529 if (diff > max)
494 return 0; 530 return 0;
531
495 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
496 { 533 {
497 lastx = x; 534 lastx = x;
498 lasty = y; 535 lasty = y;
499 lastmap = m; 536 lastmap = m;
581 max--; 618 max--;
582 lastdir = dir; 619 lastdir = dir;
583 if (!firstdir) 620 if (!firstdir)
584 firstdir = dir; 621 firstdir = dir;
585 } 622 }
623
586 if (diff <= 1) 624 if (diff <= 1)
587 { 625 {
588 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 627 * headed toward player for entire distance.
590 */ 628 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 631 }
632
594 if (diff > max) 633 if (diff > max)
595 return 0; 634 return 0;
596 } 635 }
636
597 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
598 if (!max) 638 if (!max)
599 return 0; 639 return 0;
600 640
601 return firstdir; 641 return firstdir;
694 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
695 link_player_skills (pl); 735 link_player_skills (pl);
696} 736}
697 737
698void 738void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
783{ 740{
784 if (party == NULL) 741 if (party == NULL)
785 { 742 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 744 return;
788 } 745 }
746
789 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 751}
794
795 752
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 754static int
798roll_stat (void) 755roll_stat (void)
799{ 756{
800 int a[4], i, j, k; 757 int a[4], i, j, k;
801 758
802 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
804 761
805 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 763 if (a[i] < k)
807 k = a[i], j = i; 764 k = a[i], j = i;
808 765
809 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 767 if (i != j)
812 k += a[i]; 768 k += a[i];
813 } 769
814 return k; 770 return k;
815} 771}
816 772
817void 773void
818roll_stats (object *op) 774object::roll_stats ()
819{ 775{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 776 int statsort [7];
823 777
824 do 778 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 779 {
835 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
836 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
837 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 790
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
870 798
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 799 stats.exp = 0;
882 op->stats.ac = 0; 800 stats.ac = 0;
883 801
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
892 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
893} 814}
894 815
895void 816void
896Roll_Again (object *op) 817object::swap_stats (int a, int b)
897{ 818{
898 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 822
903void 823 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
905{ 855{
906 signed char tmp;
907 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
908 857
909 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 862}
1024 863
1025/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1029 * not the class. 868 * not the class.
1030 */ 869 */
1031
1032int 870int
1033key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1034{ 872{
1035 int tmp_loop; 873 int tmp_loop;
1036 874
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1044 { 876 {
1045 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1046 878
1047 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1053 885
1054 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1056 888
1057 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1058 890
1059 if (op->msg) 891 if (op->msg)
1060 op->msg = NULL; 892 op->msg = NULL;
1061 893
1062 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1063 * to save here. 895 * to save here.
1064 */ 896 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf); 898 make_path_to_file (buf);
1067 899
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 900 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 903 link_player_skills (op);
1075 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1076 fix_player (op); 905 op->update_stats ();
1077 906
1078 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1079 * is one for this race 908 * is one for this race
1080 */ 909 */
1081 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1082 { 911 {
1083 object *tmp; 912 object *tmp;
1084 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1085 914
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 916 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1093 * default initial map */ 922 * default initial map */
1094 tmp->destroy (); 923 tmp->destroy ();
1095 } 924 }
1096 else 925 else
1107 while (!tmp_loop) 936 while (!tmp_loop)
1108 { 937 {
1109 shstr name = op->name; 938 shstr name = op->name;
1110 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1111 940
1112 remove_statbonus (op); 941 op->remove_statbonus ();
1113 op->remove (); 942 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1116 op->instantiate (); 945 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1119 op->x = x; 948 op->x = x;
1120 op->y = y; 949 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 953 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1126 } 955 }
1127 956
1128 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 959 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 962 op->stats.grace = 0;
1134 963
1135 if (op->msg) 964 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 966
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0; 968 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 969}
1190 970
1191void 971void
1192flee_player (object *op) 972flee_player (object *op)
1193{ 973{
1223 { 1003 {
1224 op->enemy = NULL; 1004 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1006 return;
1227 } 1007 }
1008
1228 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1229 1010
1230 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1232 { 1013 {
1233 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1234 1015
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1017 return;
1238 }
1239 } 1018 }
1019
1240 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1022 op->enemy = NULL;
1243} 1023}
1244 1024
1250int 1030int
1251check_pick (object *op) 1031check_pick (object *op)
1252{ 1032{
1253 object *tmp, *next; 1033 object *tmp, *next;
1254 int stop = 0; 1034 int stop = 0;
1255 int j, k, wvratio; 1035 int wvratio;
1256 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1257 1037
1258 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1260 return 1; 1040 return 1;
1261 1041
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1112 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1117 }
1118
1366 /* philosophy: 1119 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1124 * example.
1372 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1378 * found object is returned.
1626 */ 1379 */
1627object * 1380object *
1628find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1629{ 1382{
1630 object *tmp = NULL; 1383 object *tmp = 0;
1631 1384
1632 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1636 return op; 1389 return op;
1390
1637 return tmp; 1391 return tmp;
1638} 1392}
1639 1393
1640/* 1394/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1399 */
1646
1647object * 1400object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1402{
1650 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1874 return 0; 1627 return 0;
1875 } 1628 }
1876 1629
1877 arrow->set_owner (op); 1630 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1632 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1633
1884 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1885 { 1635 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1637 op->update_stats ();
1888 } 1638 }
1889 1639
1890 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1902 1652
1903 /* update the speed */ 1653 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1656
1907 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1911 1659
1912 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1913 { 1661 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1928 1676
1929 if (bow->slaying) 1677 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1931 1679
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1682
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1938 1685
1939 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1687 move_arrow (arrow);
1941 1688
1942 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1968 } 1715 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1717 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1719 wcmod = -1;
1720
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1722 }
1975 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1976 { 1724 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2047 1795
2048 if (item->arch) 1796 if (item->arch)
2049 { 1797 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2052 item->speed = 0; 1800 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1801 }
1802
2055 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1805 }
2058 } 1806 }
2059 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1808 drain_rod_charge (item);
2062 }
2063 } 1809 }
2064} 1810}
2065 1811
2066/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2067 */ 1813 */
2106 { 1852 {
2107 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return; 1855 return;
2110 } 1856 }
1857
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return; 1859 return;
2113 case range_builder: 1860 case range_builder:
2114 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2115 return; 1862 return;
2116 default: 1863 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return; 1865 return;
2119 } 1866 }
2120} 1867}
2121
2122
2123 1868
2124/* find_key 1869/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1874 * pl is the player,
2130 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2133 */ 1878 */
2134
2135object * 1879object *
2136find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2137{ 1881{
2138 object *tmp, *key; 1882 object *tmp, *key;
2139 1883
2140 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1885 if (!container->inv)
2142 return NULL; 1886 return 0;
2143 1887
2144 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1890 {
2147 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1892 break;
2149 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2151 */ 1895 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1897 break;
2154 } 1898 }
1899
2155 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1903 * a key, return
2159 */ 1904 */
2160 if (!tmp) 1905 if (!tmp)
2161 { 1906 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1908 {
2164 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1911 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2168 return key; 1913 return key;
2169 } 1914 }
2170 } 1915 }
1916
2171 if (!tmp) 1917 if (!tmp)
2172 return NULL; 1918 return NULL;
2173 } 1919 }
1920
2174 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1922 * see if we actually want to use it
2176 */ 1923 */
2177 if (pl != container) 1924 if (pl != container)
2178 { 1925 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1948 return NULL;
2202 } 1949 }
2203 } 1950 }
1951
2204 return tmp; 1952 return tmp;
2205} 1953}
2206 1954
2207/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1958 * 0 otherwise
2211 */ 1959 */
2212static int 1960static int
2213player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2214{ 1962{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* If its a door, try to find a use a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1964 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2219 */ 1966 */
2220 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2228 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2229 make_visible (op); 1976 make_visible (op);
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2232 if (door->type == DOOR) 1980 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2237 { 1983 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2239 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1986 }
1987
2241 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2244 if (container != op) 1991 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2246 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2247 } 1995 }
2248 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2249 { 1997 {
2250 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2000 return 1;
2253 } 2001 }
2002
2254 return 0; 2003 return 0;
2255} 2004}
2256 2005
2257/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2262 */ 2011 */
2263
2264void 2012void
2265move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2266{ 2014{
2267 object *tmp, *mon; 2015 object *tmp, *mon;
2268 sint16 nx, ny; 2016 sint16 nx, ny;
2270 maptile *m; 2018 maptile *m;
2271 2019
2272 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2274 2022
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2276 2024
2277 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2285 */ 2033 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2035 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2037 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2291 if (!m) 2039 if (!m)
2292 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2293 } 2041 }
2294 else 2042 else
2295 m = op->map; 2043 m = op->map;
2296 2044
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return; 2046 return;
2301 }
2302 2047
2303 mon = NULL; 2048 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2052 * on the space
2308 */ 2053 */
2309 while (tmp != NULL) 2054 while (tmp)
2310 { 2055 {
2311 if (tmp == op) 2056 if (tmp == op)
2312 { 2057 {
2313 tmp = tmp->above; 2058 tmp = tmp->above;
2314 continue; 2059 continue;
2324 mon = tmp; 2069 mon = tmp;
2325 2070
2326 tmp = tmp->above; 2071 tmp = tmp->above;
2327 } 2072 }
2328 2073
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2075 return; /* into a wall */
2331 2076
2332 if (mon->head != NULL) 2077 if (mon->head)
2333 mon = mon->head; 2078 mon = mon->head;
2334 2079
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2337 return; 2082 return;
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2105 {
2361 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2107 if (op->contr->braced)
2363 return; 2108 return;
2109
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2113 make_visible (op);
2114
2368 return; 2115 return;
2369 } 2116 }
2370 2117
2371 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2374 * attack them either. 2121 * attack them either.
2375 */ 2122 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2126 (op->contr->peaceful
2380 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2381 && mon->contr-> 2128 && mon->contr->
2382 peaceful)) && 2129 peaceful)) &&
2383#else 2130#else
2384 op->contr->peaceful && 2131 op->contr->peaceful &&
2385#endif 2132#endif
2386 !on_battleground)) 2133 !on_battleground))
2387 { 2134 {
2388 if (!op->contr->braced) 2135 if (!op->contr->braced)
2389 { 2136 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2392 } 2139 }
2393 else 2140 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2142
2397 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2144 make_visible (op);
2399 } 2145 }
2400 2146
2401 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2412 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2162 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2165 {
2421 2166
2422 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2175
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2177 }
2433 2178
2434 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2435 2180
2436 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2184 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2187 {
2443 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2444 2189
2445 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2448 } 2193 }
2194
2449 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2450 make_visible (op); 2196 make_visible (op);
2451 } 2197 }
2452 } /* if player should attack something */ 2198 } /* if player should attack something */
2453} 2199}
2455int 2201int
2456move_player (object *op, int dir) 2202move_player (object *op, int dir)
2457{ 2203{
2458 int pick; 2204 int pick;
2459 2205
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2207 return 0;
2462 2208
2463 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2465 { 2211 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2213 return 0;
2468 } 2214 }
2469 2215
2470 /* peterm: added following line */ 2216 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2219
2474 op->facing = dir; 2220 op->facing = dir;
2475 2221
2476 if (op->hide) 2222 if (op->hide)
2477 do_hidden_move (op); 2223 do_hidden_move (op);
2488 2234
2489 /* Add special check for newcs players and fire on - this way, the 2235 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2236 * server can handle repeat firing.
2491 */ 2237 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2239 op->direction = dir;
2495 }
2496 else 2240 else
2497 {
2498 op->direction = 0; 2241 op->direction = 0;
2499 } 2242
2500 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2245 * for players.
2503 */ 2246 */
2504 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2513 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2514 */ 2257 */
2515int 2258int
2516handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2517{ 2260{
2518 if (op->contr->hidden)
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 }
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2262 {
2540 flee_player (op); 2263 flee_player (op);
2541 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2556 2279
2557 /* call this here - we also will call this in do_ericserver, but 2280 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2282 * called, so we recheck it here.
2560 */ 2283 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2284 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2285 return 1;
2563 ;
2564 2286
2565 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2566 return 0; 2288 {
2567
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2290 {
2570 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2292 op->speed_left--;
2572 2293
2573 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2295 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2576 */ 2297 */
2577 move_player (op, op->direction); 2298 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2299
2579 return 1; 2300 return op->speed_left > 0;
2580 else 2301 }
2581 return 0;
2582 } 2302 }
2583 2303
2584 return 0; 2304 return 0;
2585} 2305}
2586 2306
2606 op->stats.hp = op->stats.maxhp; 2326 op->stats.hp = op->stats.maxhp;
2607 2327
2608 if (op->stats.food < 0) 2328 if (op->stats.food < 0)
2609 op->stats.food = 999; 2329 op->stats.food = 999;
2610 2330
2611 fix_player (op); 2331 op->update_stats ();
2612 return 1; 2332 return 1;
2613 } 2333 }
2614 2334
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2336 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2344 * from.
2625 */ 2345 */
2626void 2346void
2627remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2628{ 2348{
2629 object *next;
2630
2631 while (op) 2349 while (op)
2632 { 2350 {
2633 next = op->below; /* Make sure we have a good value, in case 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2352
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2354 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2644 } 2359 }
2645 else if (op->inv) 2360 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2647 2362
2648 op = next; 2363 op = next;
2649 } 2364 }
2650} 2365}
2651
2652 2366
2653/* 2367/*
2654 * Returns pointer a static string containing gravestone text 2368 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2369 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2370 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2405 strcat (buf2, buf);
2692 2406
2693 return buf2; 2407 return buf2;
2694} 2408}
2695
2696
2697 2409
2698void 2410void
2699do_some_living (object *op) 2411do_some_living (object *op)
2700{ 2412{
2701 int last_food = op->stats.food; 2413 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2419 int rate_grace = 2000;
2708 const int max_hp = 1; 2420 const int max_hp = 1;
2709 const int max_sp = 1; 2421 const int max_sp = 1;
2710 const int max_grace = 1; 2422 const int max_grace = 1;
2711 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2712 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2713 { 2444 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2448 }
2718 2449
2719 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2720 { 2451 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2456 else
2727 { 2457 {
2728 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2460 }
2461
2731 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2464 else
2734 { 2465 {
2735 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2468 }
2469
2738 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2472 else
2741 { 2473 {
2742 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2492 op->stats.food = last_food;
2761 } 2493 }
2762 } 2494 }
2495
2763 if (max_sp > 1) 2496 if (max_sp > 1)
2764 { 2497 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2499 if (over_sp > 0)
2767 { 2500 {
2768 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2769 { 2502 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2506 op->stats.sp--;
2507
2773 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2775 } 2510 }
2776 op->last_sp = 0; 2511 op->last_sp = 0;
2777 } 2512 }
2778 else 2513 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2515 }
2783 else 2516 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2518 }
2788 2519
2789 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2792 { 2523 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2795 if (max_grace > 1) 2527 if (max_grace > 1)
2796 { 2528 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2530 if (over_grace > 0)
2799 { 2531 {
2827 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2561 op->stats.food = last_food;
2830 } 2562 }
2831 } 2563 }
2564
2832 if (max_hp > 1) 2565 if (max_hp > 1)
2833 { 2566 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2568 if (over_hp > 0)
2836 { 2569 {
2860 2593
2861 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2596 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2865 /* dms do not consume food */ 2599 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2601 op->stats.food--;
2868 } 2602 }
2869 }
2870 2603
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2605 {
2873 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2874 2607
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2609 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2617 break;
2885 } 2618 }
2886 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2887 flesh = tmp; 2620 flesh = tmp;
2888 } /* End if paid for object */ 2621 } /* End if paid for object */
2889 } /* end of for loop */ 2622 } /* end of for loop */
2623
2890 /* If player is still starving, it means they don't have any food, so 2624 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2625 * eat flesh instead.
2892 */ 2626 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2628 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2897 } 2631 }
2898 } /* end if player is starving */ 2632 }
2899 2633
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2902 2636
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2638 kill_player (op);
2639 }
2905} 2640}
2906
2907
2908 2641
2909/* If the player should die (lack of hp, food, etc), we call this. 2642/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2643 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2645 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2677
2945 /* restore player */ 2678 /* restore player */
2946 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2681 {
2950 tmp->destroy (); 2682 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2684 }
2953 2685
2954 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2688 {
2958 tmp->destroy (); 2689 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2691 }
2961 2692
2963 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2696 op->stats.food = 999;
2966 2697
2967 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2700 {
2971 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2702 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2706 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2708 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2710 }
2982 2711
2983 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2714 op->contr->braced = 0;
2990 2719
2991 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2992 2721
2993 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2994 { 2723 {
2995 if (op->contr->explore)
2996 {
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2999 op->stats.food = 999;
3000 return;
3001 }
3002 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
3004 } 2726 }
3005 else 2727 else
3006 {
3007 if (op->contr->explore)
3008 {
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
3015 } 2729
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2731
3018 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3019 x = op->x; 2733 x = op->x;
3020 y = op->y; 2734 y = op->y;
3021 map = op->map; 2735 map = op->map;
3022 2736
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2738 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2739 * See the config.h file for a little more in depth detail about this.
3029 */ 2740 */
3030 2741
3031 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2744 * of death.
3034 */ 2745 */
3035#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3037 { 2748 {
3038 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2750 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2751 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2754 little bit harder. */
3044 /* GD */ 2755 /* GD */
3045 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2757 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2758 else
3051 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3052 num_stats_lose = 1; 2762 num_stats_lose = 1;
3053 } 2763
3054 lost_a_stat = 0; 2764 lost_a_stat = 0;
3055 2765
3056 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3057 { 2767 {
3058 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3059 2769
3060 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3061 { 2771 {
3062 /* Pick a random stat and take a point off it. Tell the player 2772 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2773 * what he lost.
3064 */ 2774 */
3065 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2780 lost_a_stat = 1;
2781 }
2782 else
2783 {
2784 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion");
2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2790 {
2791 dep = arch_to_object (deparch);
2792 insert_ob_in_ob (dep, op);
3071 } 2793 }
3072 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3073 { 2796 {
3074 /* deplete a stat */ 2797 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3076 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3077 2800 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2801 {
3081 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3083 } 2804
3084 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2806 if (keep_chance < 1)
2807 keep_chance = 1;
2808
2809 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2811 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2812 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2814 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2815 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2816 else
3126 if (this_stat >= -50)
3127 { 2817 {
3128 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2819 lose_this_stat = 0;
2820 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821 this_stat, keep_chance, loss_chance,
2822 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2823 }
3134 } 2824 }
3135 } 2825 }
2826
2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2830 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a
2834 * difference.
2835 */
2836 if (this_stat >= -50)
2837 {
2838 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats ();
2842 lost_a_stat = 1;
2843 }
3136 } 2844 }
2845 }
2846 }
3137 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2848 if (!lost_a_stat)
3139 { 2849 {
3140 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3143 2853
3144 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2856 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2858 }
3149#else 2859#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2861#endif
3152 2862
3153 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2864 * exp loss on the stone.
3155 */ 2865 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2868 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3161 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); 2871 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);
3162 tmp->msg = buf; 2872 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2875
3166 /**************************************/ 2876 /**************************************/
3167 /* */ 2877 /* */
3168 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3171 /* */ 2881 /* */
3172 /**************************************/ 2882 /**************************************/
3173 2883
3174 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2885 /* restore player */
3176 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
3178 2888
3179 if (tmp) 2889 if (tmp)
3180 { 2890 {
3181 tmp->destroy (); 2891 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2893 }
3184 2894
3185 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2897 if (tmp)
3188 { 2898 {
3189 tmp->destroy (); 2899 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2901 }
3192 2902
3193 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3194 2904
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3198 op->stats.food = 900; 2908 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2912
3203 /* 2913 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2914 * Check to see if the player is in a shop. IF so, then check to see if
3205 * the player has any unpaid items. If so, remove them and put them back 2915 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2916 * in the map.
3207 */ 2917 */
3208 2918
3209 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3211 2921
3212 /****************************************/ 2922 /****************************************/
3213 /* */ 2923 /* */
3214 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3216 /* */ 2926 /* */
3217 /****************************************/ 2927 /****************************************/
3218 2928
3219 enter_player_savebed (op); 2929 enter_player_savebed (op);
3220 2930
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2931 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2932
3227 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2936 * on the space that might harm the player.
3231 */ 2937 */
3232 will_kill_again = 0; 2938 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3236 2942
3237 if (will_kill_again) 2943 if (will_kill_again)
3238 { 2944 {
3239 object *force; 2945 object *force;
3240 int at; 2946 int at;
3241 2947
3242 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2950 force->speed = 0.1;
3245 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2955 force->resist[at] = 100;
3250 2956
3251 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3252 fix_player (op); 2958 op->update_stats ();
3253 2959
3254 } 2960 }
3255 2961
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2963}
3325
3326 2964
3327void 2965void
3328loot_object (object *op) 2966loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3331 2969
3332 if (op->container) 2970 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2971
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2972 for (tmp = op->inv; tmp; tmp = next)
3338 { 2973 {
3339 next = tmp->below; 2974 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2975
2976 if (tmp->invisible)
3341 continue; 2977 continue;
2978
3342 tmp->remove (); 2979 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2980 tmp->x = op->x, tmp->y = op->y;
2981
3344 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2983 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2984
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2985 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2986 {
3350 if (tmp->nrof > 1) 2987 if (tmp->nrof > 1)
3351 { 2988 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2989 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2990 tmp2->destroy ();
3364/* 3001/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 3002 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 3003 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 3004 * was changed.
3368 */ 3005 */
3369
3370void 3006void
3371fix_weight (void) 3007fix_weight (void)
3372{ 3008{
3373 player *pl; 3009 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3010 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3011 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3012
3379 if (old == sum) 3013 if (old == sum)
3380 continue; 3014 continue;
3381 fix_player (pl->ob); 3015 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3016 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3017 }
3384} 3018}
3385 3019
3386void 3020void
3387fix_luck (void) 3021fix_luck (void)
3388{ 3022{
3389 player *pl; 3023 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3024 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3025 pl->ob->change_luck (0);
3394} 3026}
3395
3396 3027
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3028/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3029 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3030 * just treat this as any other spell casting object.
3400 */ 3031 */
3401
3402void 3032void
3403cast_dust (object *op, object *throw_ob, int dir) 3033cast_dust (object *op, object *throw_ob, int dir)
3404{ 3034{
3405 object *skop, *spob; 3035 object *skop, *spob;
3406 3036
3440 if (op->type == PLAYER) 3070 if (op->type == PLAYER)
3441 { 3071 {
3442 op->contr->tmp_invis = 0; 3072 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3073 op->contr->invis_race = 0;
3444 } 3074 }
3075
3445 update_object (op, UP_OBJ_FACE); 3076 update_object (op, UP_OBJ_CHANGE);
3446} 3077}
3447 3078
3448int 3079int
3449is_true_undead (object *op) 3080is_true_undead (object *op)
3450{ 3081{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3083 return 1;
3455 3084
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3085 return 0;
3462} 3086}
3463 3087
3464/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3521 3145
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3147
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3528 { 3151 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3153 make_visible (op);
3531 return; 3154 return;
3532 } 3155 }
3533 else 3156 else
3534 num += 20; 3157 num += 20;
3535 } 3158
3536 num += op->map->difficulty; 3159 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3161 num -= hide;
3162
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3164 {
3541 make_visible (op); 3165 make_visible (op);
3542 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3168 }
3545 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3171}
3550 3172
3551/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3552 3174
3553int 3175int
3580 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3581 continue; 3203 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3205 continue;
3584 3206
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3208 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3210 return 1;
3589 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3590 { 3212 {
3620 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3621 { 3243 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3245 return -1;
3624 } 3246 }
3247
3625 if (!pl || !op) 3248 if (!pl || !op)
3626 return 0; 3249 return 0;
3627 3250
3628 if (op->head)
3629 {
3630 op = op->head; 3251 op = op->head_ ();
3631 } 3252
3632 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3633 3254
3634 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3256 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3644 3265
3645 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3268 * for any meaningful values.
3648 */ 3269 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3273 return 1;
3653 op = op->more; 3274 op = op->more;
3654 } 3275 }
3655 return 0; 3276 return 0;
3656} 3277}
3766 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3767 return; 3388 return;
3768 3389
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3391
3771 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3772 { 3393 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3395 return;
3775 } 3396 }
3776 3397
3842 { 3463 {
3843 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3465 object *skin;
3845 3466
3846 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3848 if (skin == NULL) 3472 if (!skin)
3849 return; 3473 return;
3850 3474
3851 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3477 {
3898 * not readied. 3522 * not readied.
3899 */ 3523 */
3900void 3524void
3901player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3902{ 3526{
3903 rangetype i;
3904
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3906 {
3907 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3908 { 3529 {
3909 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3910 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3913 }
3914 } 3533 }
3915 }
3916} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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