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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.86 by root, Thu Jan 4 19:28:38 2007 UTC

21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h> 25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36player *
41find_player (const char *plname) 37find_player (const char *plname)
42{ 38{
43 player *pl; 39 for_all_players (pl)
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
48 return pl; 41 return pl;
49 }; 42
50 return NULL; 43 return 0;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77} 44}
78 45
79void 46void
80display_motd (const object *op) 47display_motd (const object *op)
81{ 48{
85 int comp; 52 int comp;
86 int size; 53 int size;
87 54
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 57 return;
92 } 58
93 motd[0] = '\0'; 59 motd[0] = '\0';
94 size = 0; 60 size = 0;
61
95 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
96 { 63 {
97 if (*buf == '#') 64 if (*buf == '#')
98 continue; 65 continue;
66
99 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 68 size += strlen (buf);
101 } 69 }
70
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
104} 73}
105 74
106void 75void
112 int comp; 81 int comp;
113 int size; 82 int size;
114 83
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 86 return;
119 } 87
120 rules[0] = '\0'; 88 rules[0] = '\0';
121 size = 0; 89 size = 0;
90
122 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
123 { 92 {
124 if (*buf == '#') 93 if (*buf == '#')
125 continue; 94 continue;
95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
127 { 97 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 99 break;
130 } 100 }
101
131 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 103 size += strlen (buf);
133 } 104 }
105
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
136} 108}
137 109
138void 110void
146 int size; 118 int size;
147 119
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 122 return;
123
151 news[0] = '\0'; 124 news[0] = '\0';
152 subject[0] = '\0'; 125 subject[0] = '\0';
153 size = 0; 126 size = 0;
127
154 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 129 {
156 if (*buf == '#') 130 if (*buf == '#')
157 continue; 131 continue;
132
158 if (*buf == '%') 133 if (*buf == '%')
159 { /* send one news */ 134 { /* send one news */
160 if (size > 0) 135 if (size > 0)
161 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 */ 136 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 */
162 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
182} 157}
183 158
184int 159/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 160static void
161set_first_map (object *op)
186{ 162{
187 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
188 if (*cp == '-' || *cp == '_') 164 op->x = -1;
189 return 0; 165 op->y = -1;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195} 166}
196 167
197/* This no longer sets the player map. Also, it now updates 168void
198 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{ 170{
211 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
212 int i;
213 172
214 if (!p) 173 EXIT_PATH (tmp) = maplevel;
215 { 174 EXIT_X (tmp) = ob->x;
216 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
217 177
218 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
219 * complexity here because we want to add the new player at the 179}
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225 180
226 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
227 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
228 if (tmp != NULL) 183void
229 tmp->next = p; 184player::connect (client *ns)
230 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
231 first_player = p; 190 first_player = this;
232 191
233 p->next = NULL; 192 ns->update_look = 0;
234 } 193 ns->look_position = 0;
235 194
236 /* Clears basically the entire player structure except 195 clear_los (ob);
237 * for next and socket. 196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 217 */
239 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
240 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
241 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 313 * we deal with that below this point.
243 */ 314 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 318
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
255 320
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
270 p->last_speed = -1; 322 last_speed = -1;
271 p->shoottype = range_none; 323 shoottype = range_none;
272 p->bowtype = bow_normal; 324 bowtype = bow_normal;
273 p->petmode = pet_normal; 325 petmode = pet_normal;
274 p->listening = 10; 326 listening = 10;
275 p->usekeys = containers; 327 usekeys = containers;
276 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 330 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 331
287 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
290 * at zero. 335 * at zero.
291 */ 336 */
292 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 339
296 }
297 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 341 last_resist[i] = -1;
300 } 342
301 p->last_stats.exp = -1; 343 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 345}
308 346
309/* This loads the first map an puts the player on it. */ 347void
310static void 348player::do_destroy ()
311set_first_map (object *op)
312{ 349{
313 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
319/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 391 * All we can really get in this is some settings like host and display
321 * mode. 392 * mode.
322 */ 393 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 394player *
395player::create ()
396{
397 player *pl = new player;
328 398
329 p = get_player (NULL); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 400 set_first_map (pl->ob);
344 401
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 402 return pl;
353} 403}
354 404
355/* 405/*
356 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
366 { 416 {
367 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
368 at = first_archetype; 418 at = first_archetype;
369 else 419 else
370 at = at->next; 420 at = at->next;
421
371 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
372 return at; 423 return at;
424
373 if (at == start) 425 if (at == start)
374 { 426 {
375 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 428 exit (-1);
377 } 429 }
378 } 430 }
379} 431}
380 432
381
382object * 433object *
383get_nearest_player (object *mon) 434get_nearest_player (object *mon)
384{ 435{
385 object *op = NULL; 436 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 437 objectlink *ol;
388 unsigned lastdist; 438 unsigned lastdist;
389 rv_vector rv; 439 rv_vector rv;
390 440
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 473 {
424 op = ol->ob; 474 op = ol->ob;
425 lastdist = rv.distance; 475 lastdist = rv.distance;
426 } 476 }
427 } 477 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 478
429 { 479 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
434 { 482 {
435 op = pl->ob; 483 op = pl->ob;
436 lastdist = rv.distance; 484 lastdist = rv.distance;
437 } 485 }
438 } 486
439 }
440#if 0 487#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 489#endif
443 return op; 490 return op;
444} 491}
462 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 511 * is probably not a good thing.
465 */ 512 */
466#define MAX_SPACES 50 513#define MAX_SPACES 50
467
468 514
469/* 515/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
712 link_player_skills (pl); 758 link_player_skills (pl);
713} 759}
714 760
715void 761void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
800{ 763{
801 if (party == NULL) 764 if (party == NULL)
802 { 765 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 767 return;
805 } 768 }
769
806 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 774}
811
812 775
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 777static int
815roll_stat (void) 778roll_stat (void)
816{ 779{
817 int a[4], i, j, k; 780 int a[4], i, j, k;
818 781
819 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 786 if (a[i] < k)
824 k = a[i], j = i; 787 k = a[i], j = i;
825 788
826 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 790 if (i != j)
829 k += a[i]; 791 k += a[i];
830 } 792
831 return k; 793 return k;
832} 794}
833 795
834void 796void
835roll_stats (object *op) 797object::roll_stats ()
836{ 798{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 799 int statsort [7];
840 800
841 do 801 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 802 {
852 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
853 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
854 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 813
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
887 821
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 822 stats.exp = 0;
899 op->stats.ac = 0; 823 stats.ac = 0;
900 824
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
909 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
910} 837}
911 838
912void 839void
913Roll_Again (object *op) 840object::swap_stats (int a, int b)
914{ 841{
915 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 845
920void 846 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
922{ 878{
923 signed char tmp;
924 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
925 880
926 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 885}
1041 886
1042/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1046 * not the class. 891 * not the class.
1047 */ 892 */
1048
1049int 893int
1050key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1051{ 895{
1052 int tmp_loop; 896 int tmp_loop;
1053 897
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1061 { 899 {
1062 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1063 901
1064 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 907 create_treasure (tl, op, 0, 0, 0);
1070 908
1071 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1073 911
1074 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1075 913
1076 if (op->msg) 914 if (op->msg)
1077 op->msg = NULL; 915 op->msg = NULL;
1078 916
1079 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1088 start_info (op); 926 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 929 link_player_skills (op);
1092 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1093 fix_player (op); 931 op->update_stats ();
1094 932
1095 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1096 * is one for this race 934 * is one for this race
1097 */ 935 */
1098 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1099 { 937 {
1100 object *tmp; 938 object *tmp;
1101 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1102 940
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 942 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1110 * default initial map */ 948 * default initial map */
1111 tmp->destroy (); 949 tmp->destroy ();
1112 } 950 }
1113 else 951 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 953
1117 return 0; 954 return 0;
1118 } 955 }
1119 956
1120 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1125 while (!tmp_loop) 962 while (!tmp_loop)
1126 { 963 {
1127 shstr name = op->name; 964 shstr name = op->name;
1128 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1129 966
1130 remove_statbonus (op); 967 op->remove_statbonus ();
1131 op->remove (); 968 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1134 op->instantiate (); 971 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1137 op->x = x; 974 op->x = x;
1138 op->y = y; 975 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 979 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1144 } 981 }
1145 982
1146 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 985 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 988 op->stats.grace = 0;
1152 989
1153 if (op->msg) 990 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 992
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 994 return 0;
1158} 995}
1159 996
1160int 997int
1161key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1162{ 999{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 1001 {
1167 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 1004 return 1;
1170 } 1005 }
1171 1006
1172 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1174 1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1175 terminate_all_pets (op); 1013 terminate_all_pets (op);
1176 leave_map (op); 1014 op->remove ();
1177 op->direction = 0; 1015 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 1017
1180 strcpy (op->contr->killer, "quit"); 1018 strcpy (op->contr->killer, "quit");
1181 check_score (op); 1019 check_score (op);
1182 op->contr->party = NULL; 1020 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1185 1023
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1; 1024 return 1;
1207} 1025}
1208 1026
1209void 1027void
1210flee_player (object *op) 1028flee_player (object *op)
1241 { 1059 {
1242 op->enemy = NULL; 1060 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1061 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1062 return;
1245 } 1063 }
1064
1246 get_rangevector (op, op->enemy, &rv, 0); 1065 get_rangevector (op, op->enemy, &rv, 0);
1247 1066
1248 dir = absdir (4 + rv.direction); 1067 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1068 for (diff = 0; diff < 3; diff++)
1250 { 1069 {
1251 int m = 1 - (RANDOM () & 2); 1070 int m = 1 - (RANDOM () & 2);
1252 1071
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1072 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1073 return;
1256 }
1257 } 1074 }
1075
1258 /* Cornered, get rid of scared */ 1076 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1077 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1078 op->enemy = NULL;
1261} 1079}
1262 1080
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1166 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1167 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1168 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1169 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1170 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1171
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1172 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1173 }
1174
1384 /* philosophy: 1175 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1176 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1177 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1178 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1179 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1180 * example.
1390 * The drawback: right now it has no frontend, so you need to 1181 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1182 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1183 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1609 if (!dir)
1819 { 1610 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1611 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1612 return 0;
1822 } 1613 }
1614
1823 if (op->type == PLAYER) 1615 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1616 bow = op->contr->ranges[range_bow];
1825 else 1617 else
1826 { 1618 {
1827 for (bow = op->inv; bow; bow = bow->below) 1619 for (bow = op->inv; bow; bow = bow->below)
1835 { 1627 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1628 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1629 return 0;
1838 } 1630 }
1839 } 1631 }
1632
1840 if (!bow->race || !bow->skill) 1633 if (!bow->race || !bow->skill)
1841 { 1634 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1635 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1636 return 0;
1844 } 1637 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1639 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1640
1848 /* penalize ROF for bestarrow */ 1641 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1642 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1643 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644
1851 if (bowspeed < 1) 1645 if (bowspeed < 1)
1852 bowspeed = 1; 1646 bowspeed = 1;
1853 1647
1854 if (arrow == NULL) 1648 if (arrow == NULL)
1855 { 1649 {
1861 else 1655 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1656 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1657 return 0;
1864 } 1658 }
1865 } 1659 }
1660
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1662 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1663 return 0;
1870 } 1664
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1665 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1666 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1667 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1668 return 0;
1875 } 1669 }
1881 return 0; 1675 return 0;
1882 } 1676 }
1883 1677
1884 left = arrow; /* these are arrows left to the player */ 1678 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1679 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1680 if (!arrow)
1887 { 1681 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1682 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1683 return 0;
1890 } 1684 }
1685
1891 arrow->set_owner (op); 1686 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1687 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1688 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1689
1898 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1899 { 1691 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1693 op->update_stats ();
1902 } 1694 }
1903 1695
1904 SET_ANIMATION (arrow, arrow->direction); 1696 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1698 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1699 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1700 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1701 arrow->spellarg = strdup (arrow->slaying);
1910 1702
1911 /* Note that this was different for monsters - they got their level 1703 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1704 * added to the damage. I think the strength bonus is more proper.
1913 */ 1705 */
1914 1706
1916 1708
1917 /* update the speed */ 1709 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1711 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1712
1921 if (arrow->speed < 1.0) 1713 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1714 arrow->speed_left = 0;
1925 1715
1926 if (op->type == PLAYER) 1716 if (op->type == PLAYER)
1927 { 1717 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1728 }
1939 1729
1940 if (arrow->attacktype == AT_PHYSICAL) 1730 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1731 arrow->attacktype |= bow->attacktype;
1942 1732
1943 if (bow->slaying != NULL) 1733 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1734 arrow->slaying = bow->slaying;
1945 1735
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1738
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1740 m->insert (arrow, sx, sy, op);
1952 1741
1953 if (!arrow->destroyed ()) 1742 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1743 move_arrow (arrow);
1955 1744
1956 if (op->type == PLAYER) 1745 if (op->type == PLAYER)
1982 } 1771 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1772 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1773 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1775 wcmod = -1;
1776
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1778 }
1989 else if (op->contr->bowtype == bow_threewide) 1779 else if (op->contr->bowtype == bow_threewide)
1990 { 1780 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1851
2062 if (item->arch) 1852 if (item->arch)
2063 { 1853 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1854 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1855 item->face = item->arch->clone.face;
2066 item->speed = 0; 1856 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1857 }
1858
2069 if ((tmp = is_player_inv (item))) 1859 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1860 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1861 }
2072 } 1862 }
2073 else if (item->type == ROD || item->type == HORN) 1863 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1864 drain_rod_charge (item);
2076 }
2077 } 1865 }
2078} 1866}
2079 1867
2080/* Received a fire command for the player - go and do it. 1868/* Received a fire command for the player - go and do it.
2081 */ 1869 */
2224 * 0 otherwise 2012 * 0 otherwise
2225 */ 2013 */
2226static int 2014static int
2227player_attack_door (object *op, object *door) 2015player_attack_door (object *op, object *door)
2228{ 2016{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 2017 /* If its a door, try to find a use a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 2018 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 2019 * otherwise, we fall through to the rest of the code.
2233 */ 2020 */
2234 object *key = find_key (op, op, door); 2021 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2059 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2060 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2061 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2062 * going to try and move (not fire weapons).
2276 */ 2063 */
2277
2278void 2064void
2279move_player_attack (object *op, int dir) 2065move_player_attack (object *op, int dir)
2280{ 2066{
2281 object *tmp, *mon; 2067 object *tmp, *mon;
2282 sint16 nx, ny; 2068 sint16 nx, ny;
2284 maptile *m; 2070 maptile *m;
2285 2071
2286 nx = freearr_x[dir] + op->x; 2072 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2073 ny = freearr_y[dir] + op->y;
2288 2074
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2075 on_battleground = op_on_battleground (op, 0, 0);
2290 2076
2291 /* If braced, or can't move to the square, and it is not out of the 2077 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2078 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2079 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2080 * player. This is a pretty nasty hack, because if we could
2299 */ 2085 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2086 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2087 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2088 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2089 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2090 m = op->map->xy_find (nx, ny);
2305 if (!m) 2091 if (!m)
2306 return; /* Don't think this should happen */ 2092 return; /* Don't think this should happen */
2307 } 2093 }
2308 else 2094 else
2309 m = op->map; 2095 m = op->map;
2310 2096
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2097 if (!(tmp = m->at (nx, ny).bot))
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return; 2098 return;
2315 }
2316 2099
2317 mon = NULL; 2100 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2101 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2102 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2103 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2104 * on the space
2322 */ 2105 */
2323 while (tmp != NULL) 2106 while (tmp)
2324 { 2107 {
2325 if (tmp == op) 2108 if (tmp == op)
2326 { 2109 {
2327 tmp = tmp->above; 2110 tmp = tmp->above;
2328 continue; 2111 continue;
2338 mon = tmp; 2121 mon = tmp;
2339 2122
2340 tmp = tmp->above; 2123 tmp = tmp->above;
2341 } 2124 }
2342 2125
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2126 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2127 return; /* into a wall */
2345 2128
2346 if (mon->head != NULL) 2129 if (mon->head)
2347 mon = mon->head; 2130 mon = mon->head;
2348 2131
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2132 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2133 if (player_attack_door (op, mon))
2351 return; 2134 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2156 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2157 {
2375 /* If we're braced, we don't want to switch places with it */ 2158 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2159 if (op->contr->braced)
2377 return; 2160 return;
2161
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2162 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2163 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2164 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2165 make_visible (op);
2166
2382 return; 2167 return;
2383 } 2168 }
2384 2169
2385 /* in certain circumstances, you shouldn't attack friendly 2170 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2171 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2173 * attack them either.
2389 */ 2174 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2178 (op->contr->peaceful
2394 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2395 && mon->contr-> 2180 && mon->contr->
2396 peaceful)) && 2181 peaceful)) &&
2397#else 2182#else
2398 op->contr->peaceful && 2183 op->contr->peaceful &&
2399#endif 2184#endif
2400 !on_battleground)) 2185 !on_battleground))
2401 { 2186 {
2402 if (!op->contr->braced) 2187 if (!op->contr->braced)
2403 { 2188 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2190 push_ob (mon, dir, op);
2406 } 2191 }
2407 else 2192 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2194
2411 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2196 make_visible (op);
2413 } 2197 }
2414 2198
2415 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2426 * Way it works is like this: First, it must have some hit points 2210 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2211 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2212 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2213 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2214 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2215 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2216 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2217 {
2435 2218
2436 /* If the player hasn't hit something this tick, and does 2219 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2226 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2227
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2228 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2229 }
2447 2230
2448 skill_attack (mon, op, 0, NULL, NULL); 2231 skill_attack (mon, op, 0, 0, 0);
2449 2232
2450 /* If attacking another player, that player gets automatic 2233 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2234 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2235 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2236 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2238 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2239 {
2457 short luck = mon->stats.luck; 2240 short luck = mon->stats.luck;
2458 2241
2459 mon->contr->has_hit = 1; 2242 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2243 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2244 mon->stats.luck = luck;
2462 } 2245 }
2246
2463 if (action_makes_visible (op)) 2247 if (action_makes_visible (op))
2464 make_visible (op); 2248 make_visible (op);
2465 } 2249 }
2466 } /* if player should attack something */ 2250 } /* if player should attack something */
2467} 2251}
2469int 2253int
2470move_player (object *op, int dir) 2254move_player (object *op, int dir)
2471{ 2255{
2472 int pick; 2256 int pick;
2473 2257
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2258 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2259 return 0;
2476 2260
2477 /* Sanity check: make sure dir is valid */ 2261 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2262 if ((dir < 0) || (dir >= 9))
2479 { 2263 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2264 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2265 return 0;
2482 } 2266 }
2483 2267
2484 /* peterm: added following line */ 2268 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487 2271
2488 op->facing = dir; 2272 op->facing = dir;
2489 2273
2502 2286
2503 /* Add special check for newcs players and fire on - this way, the 2287 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2288 * server can handle repeat firing.
2505 */ 2289 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2290 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2291 op->direction = dir;
2509 }
2510 else 2292 else
2511 {
2512 op->direction = 0; 2293 op->direction = 0;
2513 } 2294
2514 /* Update how the player looks. Use the facing, so direction may 2295 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2296 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2297 * for players.
2517 */ 2298 */
2518 animate_object (op, op->facing); 2299 animate_object (op, op->facing);
2570 2351
2571 /* call this here - we also will call this in do_ericserver, but 2352 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2353 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2354 * called, so we recheck it here.
2574 */ 2355 */
2575 HandleClient (&op->contr->socket, op->contr); 2356 if (op->contr->ns->handle_command ())
2357 return 1;
2358
2576 if (op->speed_left < 0) 2359 if (op->speed_left > 0)
2577 return 0; 2360 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2361 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2362 {
2581 /* All move commands take 1 tick, at least for now */ 2363 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2364 op->speed_left--;
2583 2365
2584 /* Instead of all the stuff below, let move_player take care 2366 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2367 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2368 * there, as well as the confusion stuff.
2587 */ 2369 */
2588 move_player (op, op->direction); 2370 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2371
2590 return 1; 2372 return op->speed_left > 0;
2591 else 2373 }
2592 return 0;
2593 } 2374 }
2375
2594 return 0; 2376 return 0;
2595} 2377}
2596 2378
2597int 2379int
2598save_life (object *op) 2380save_life (object *op)
2599{ 2381{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2382 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2383 return 0;
2604 2384
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2385 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2386 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2387 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2388 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2389 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2390
2618 op->stats.hp = op->stats.maxhp; 2398 op->stats.hp = op->stats.maxhp;
2619 2399
2620 if (op->stats.food < 0) 2400 if (op->stats.food < 0)
2621 op->stats.food = 999; 2401 op->stats.food = 999;
2622 2402
2623 fix_player (op); 2403 op->update_stats ();
2624 return 1; 2404 return 1;
2625 } 2405 }
2406
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2407 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2408 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2409 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2410 return 0;
2630} 2411}
2639{ 2420{
2640 object *next; 2421 object *next;
2641 2422
2642 while (op) 2423 while (op)
2643 { 2424 {
2644 next = op->below; /* Make sure we have a good value, in case 2425 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2426
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2427 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2428 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2429 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2430 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2431
2432 op->insert_at (env);
2655 } 2433 }
2656 else if (op->inv) 2434 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2435 remove_unpaid_objects (op->inv, env);
2436
2658 op = next; 2437 op = next;
2659 } 2438 }
2660} 2439}
2661
2662 2440
2663/* 2441/*
2664 * Returns pointer a static string containing gravestone text 2442 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2443 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2444 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2455 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2456 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2457 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2458 else
2681 sprintf (buf, "%s\n", &op->name); 2459 sprintf (buf, "%s\n", &op->name);
2460
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2462 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2463 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2464 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2465 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2466 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2467
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2469 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2691 { 2471 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2472 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2473 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2474 strcat (buf2, buf);
2695 } 2475 }
2476
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2477 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2479 strcat (buf2, buf);
2480
2699 return buf2; 2481 return buf2;
2700} 2482}
2701
2702
2703 2483
2704void 2484void
2705do_some_living (object *op) 2485do_some_living (object *op)
2706{ 2486{
2707 int last_food = op->stats.food; 2487 int last_food = op->stats.food;
2716 const int max_grace = 1; 2496 const int max_grace = 1;
2717 2497
2718 if (op->contr->outputs_sync) 2498 if (op->contr->outputs_sync)
2719 { 2499 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2501 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]); 2502 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2503 }
2724 2504
2725 if (op->contr->state == ST_PLAYING) 2505 if (op->contr->ns->state == ST_PLAYING)
2726 { 2506 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2507 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2508 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2509 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2510 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2511 else
2733 { 2512 {
2734 gen_hp = op->stats.maxhp; 2513 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2514 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2515 }
2516
2737 if (op->contr->gen_sp >= 0) 2517 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2518 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2519 else
2740 { 2520 {
2741 gen_sp = op->stats.maxsp; 2521 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2522 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2523 }
2524
2744 if (op->contr->gen_grace >= 0) 2525 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2526 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2527 else
2747 { 2528 {
2748 gen_grace = op->stats.maxgrace; 2529 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2545 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2546 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2547 op->stats.food = last_food;
2767 } 2548 }
2768 } 2549 }
2550
2769 if (max_sp > 1) 2551 if (max_sp > 1)
2770 { 2552 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2553 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2554 if (over_sp > 0)
2773 { 2555 {
2774 if (op->stats.sp < op->stats.maxsp) 2556 if (op->stats.sp < op->stats.maxsp)
2775 { 2557 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2558 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2559
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2560 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2561 op->stats.sp--;
2562
2779 if (op->stats.sp > op->stats.maxsp) 2563 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2564 op->stats.sp = op->stats.maxsp;
2781 } 2565 }
2782 op->last_sp = 0; 2566 op->last_sp = 0;
2783 } 2567 }
2784 else 2568 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2570 }
2789 else 2571 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2572 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2573 }
2794 2574
2795 /* Regenerate Grace */ 2575 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2576 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2577 if (--op->last_grace < 0)
2798 { 2578 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2579 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2580 op->stats.grace++; /* no penalty in food for regaining grace */
2581
2801 if (max_grace > 1) 2582 if (max_grace > 1)
2802 { 2583 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2584 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2585 if (over_grace > 0)
2805 { 2586 {
2833 op->stats.food += op->contr->digestion; 2614 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2615 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2616 op->stats.food = last_food;
2836 } 2617 }
2837 } 2618 }
2619
2838 if (max_hp > 1) 2620 if (max_hp > 1)
2839 { 2621 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2622 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2623 if (over_hp > 0)
2842 { 2624 {
2866 2648
2867 if (op->contr->gen_hp > 0) 2649 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2650 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2651 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2653
2871 /* dms do not consume food */ 2654 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2655 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2656 op->stats.food--;
2874 } 2657 }
2875 }
2876 2658
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2659 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2660 {
2879 object *tmp, *flesh = NULL; 2661 object *tmp, *flesh = 0;
2880 2662
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2663 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2664 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2665 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2666 {
2667 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2668 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2669 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2670 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2671 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2672 break;
2891 } 2673 }
2892 else if (tmp->type == FLESH) 2674 else if (tmp->type == FLESH)
2893 flesh = tmp; 2675 flesh = tmp;
2894 } /* End if paid for object */ 2676 } /* End if paid for object */
2895 } /* end of for loop */ 2677 } /* end of for loop */
2678
2896 /* If player is still starving, it means they don't have any food, so 2679 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2680 * eat flesh instead.
2898 */ 2681 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2682 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2683 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2684 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2685 manual_apply (op, flesh, 0);
2903 } 2686 }
2904 } /* end if player is starving */ 2687 }
2905 2688
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2689 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2690 op->stats.food++, op->stats.hp--;
2908 2691
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2692 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2693 kill_player (op);
2694 }
2911} 2695}
2912
2913
2914 2696
2915/* If the player should die (lack of hp, food, etc), we call this. 2697/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2698 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2699 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2700 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2731 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2732
2951 /* restore player */ 2733 /* restore player */
2952 at = archetype::find ("poisoning"); 2734 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2735 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2736 {
2956 tmp->destroy (); 2737 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2738 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2739 }
2959 2740
2960 at = archetype::find ("confusion"); 2741 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2742 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2743 {
2964 tmp->destroy (); 2744 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2746 }
2967 2747
2969 op->stats.hp = op->stats.maxhp; 2749 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2750 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2751 op->stats.food = 999;
2972 2752
2973 /* create a bodypart-trophy to make the winner happy */ 2753 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2754 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2755 {
2977 sprintf (buf, "%s's finger", &op->name); 2756 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2757 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2758 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2759 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2761 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2762 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2763 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2764 op->insert_at (tmp, op);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2765 }
2988 2766
2989 /* teleport defeated player to new destination */ 2767 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2768 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2769 op->contr->braced = 0;
3017 op->stats.hp = op->stats.maxhp; 2795 op->stats.hp = op->stats.maxhp;
3018 return; 2796 return;
3019 } 2797 }
3020 sprintf (buf, "%s died.", &op->name); 2798 sprintf (buf, "%s died.", &op->name);
3021 } 2799 }
2800
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2802
3024 /* save the map location for corpse, gravestone */ 2803 /* save the map location for corpse, gravestone */
3025 x = op->x; 2804 x = op->x;
3026 y = op->y; 2805 y = op->y;
3027 map = op->map; 2806 map = op->map;
3028 2807
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2808 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2809 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2810 * See the config.h file for a little more in depth detail about this.
3035 */ 2811 */
3036 2812
3037 /* Basically two ways to go - remove a stat permanently, or just 2813 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2814 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2815 * of death.
3040 */ 2816 */
3041#ifndef COZY_SERVER 2817#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2818 if (settings.balanced_stat_loss)
3043 { 2819 {
3044 /* If stat loss is permanent, lose one stat only. */ 2820 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2821 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2822 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2823 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2824 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2825 little bit harder. */
3050 /* GD */ 2826 /* GD */
3051 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2828 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2829 else
3057 { 2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 }
2832 else
3058 num_stats_lose = 1; 2833 num_stats_lose = 1;
3059 } 2834
3060 lost_a_stat = 0; 2835 lost_a_stat = 0;
3061 2836
3062 for (z = 0; z < num_stats_lose; z++) 2837 for (z = 0; z < num_stats_lose; z++)
3063 { 2838 {
3064 i = RANDOM () % NUM_STATS; 2839 i = RANDOM () % NUM_STATS;
3065 2840
3066 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
3067 { 2842 {
3068 /* Pick a random stat and take a point off it. Tell the player 2843 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2844 * what he lost.
3070 */ 2845 */
3071 change_attr_value (&(op->stats), i, -1); 2846 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2847 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2848 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2849 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2850 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2851 lost_a_stat = 1;
2852 }
2853 else
2854 {
2855 /* deplete a stat */
2856 archetype *deparch = archetype::find ("depletion");
2857 object *dep;
2858
2859 dep = present_arch_in_ob (deparch, op);
2860 if (!dep)
2861 {
2862 dep = arch_to_object (deparch);
2863 insert_ob_in_ob (dep, op);
3077 } 2864 }
3078 else 2865 lose_this_stat = 1;
2866 if (settings.balanced_stat_loss)
3079 { 2867 {
3080 /* deplete a stat */ 2868 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2869 /* Get the stat that we're about to deplete. */
3082 object *dep; 2870 this_stat = get_attr_value (&(dep->stats), i);
3083 2871 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2872 {
3087 dep = arch_to_object (deparch); 2873 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2874 int keep_chance = this_stat * this_stat;
3089 } 2875
3090 lose_this_stat = 1; 2876 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2877 if (keep_chance < 1)
2878 keep_chance = 1;
2879
2880 /* There is a maximum depletion total per level. */
2881 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2882 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2883 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2884 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2885 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2886 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2887 else
3132 if (this_stat >= -50)
3133 { 2888 {
3134 change_attr_value (&(dep->stats), i, -1); 2889 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2890 lose_this_stat = 0;
2891 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892 this_stat, keep_chance, loss_chance,
2893 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2894 }
3140 } 2895 }
3141 } 2896 }
2897
2898 if (lose_this_stat)
2899 {
2900 this_stat = get_attr_value (&(dep->stats), i);
2901 /* We could try to do something clever like find another
2902 * stat to reduce if this fails. But chances are, if
2903 * stats have been depleted to -50, all are pretty low
2904 * and should be roughly the same, so it shouldn't make a
2905 * difference.
2906 */
2907 if (this_stat >= -50)
2908 {
2909 change_attr_value (&(dep->stats), i, -1);
2910 SET_FLAG (dep, FLAG_APPLIED);
2911 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2912 op->update_stats ();
2913 lost_a_stat = 1;
2914 }
3142 } 2915 }
2916 }
2917 }
3143 /* If no stat lost, tell the player. */ 2918 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2919 if (!lost_a_stat)
3145 { 2920 {
3146 /* determine_god() seems to not work sometimes... why is this? 2921 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2922 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2923 const char *god = determine_god (op);
3149 2924
3150 if (god && (strcmp (god, "none"))) 2925 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2926 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2927 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2929 }
3155#else 2930#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2932#endif
3158 2933
3159 /* Put a gravestone up where the character 'almost' died. List the 2934 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2935 * exp loss on the stone.
3161 */ 2936 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2937 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2938 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2939 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2940 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2941 tmp->name_pl = buf;
3167 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); 2942 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);
3168 tmp->msg = buf; 2943 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2945 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2946
3172 /**************************************/ 2947 /**************************************/
3173 /* */ 2948 /* */
3174 /* Subtract the experience points, */ 2949 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2950 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2951 /* food, and reset HP's... */
3177 /* */ 2952 /* */
3178 /**************************************/ 2953 /**************************************/
3179 2954
3180 /* remove any poisoning and confusion the character may be suffering. */ 2955 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2956 /* restore player */
3182 at = archetype::find ("poisoning"); 2957 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2958 tmp = present_arch_in_ob (at, op);
3184 2959
3185 if (tmp) 2960 if (tmp)
3186 { 2961 {
3187 tmp->destroy (); 2962 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2963 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2964 }
3190 2965
3191 at = archetype::find ("confusion"); 2966 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2967 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2968 if (tmp)
3194 { 2969 {
3195 tmp->destroy (); 2970 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2972 }
3198 2973
3199 cure_disease (op, 0); /* remove any disease */ 2974 cure_disease (op, 0); /* remove any disease */
3200 2975
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2976 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2977 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2978 if (op->stats.food < 100)
3204 op->stats.food = 900; 2979 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2980 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2983
3209 /* 2984 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2985 * Check to see if the player is in a shop. IF so, then check to see if
3211 * the player has any unpaid items. If so, remove them and put them back 2986 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2987 * in the map.
3213 */ 2988 */
3214 2989
3215 if (is_in_shop (op)) 2990 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2991 remove_unpaid_objects (op->inv, op);
3217 2992
3218 /****************************************/ 2993 /****************************************/
3219 /* */ 2994 /* */
3220 /* Move player to his current respawn- */ 2995 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2996 /* position (usually last savebed) */
3222 /* */ 2997 /* */
3223 /****************************************/ 2998 /****************************************/
3224 2999
3225 enter_player_savebed (op); 3000 enter_player_savebed (op);
3226 3001
3227 /* Save the player before inserting the force to reduce 3002 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3003 * chance of abuse.
3229 */ 3004 */
3230 op->contr->braced = 0; 3005 op->contr->braced = 0;
3231 save_player (op, 1); 3006 op->contr->save ();
3232 3007
3233 /* it is possible that the player has blown something up 3008 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3009 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3010 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3011 * on the space that might harm the player.
3237 */ 3012 */
3238 will_kill_again = 0; 3013 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3014 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3015 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3016 will_kill_again |= tmp->attacktype;
3242 3017
3243 if (will_kill_again) 3018 if (will_kill_again)
3244 { 3019 {
3245 object *force; 3020 object *force;
3246 int at; 3021 int at;
3247 3022
3248 force = get_archetype (FORCE_NAME); 3023 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3024 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3025 force->speed = 0.1;
3251 force->speed_left = -5.0; 3026 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3027 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3028 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3029 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3030 force->resist[at] = 100;
3256 3031
3257 insert_ob_in_ob (force, op); 3032 insert_ob_in_ob (force, op);
3258 fix_player (op); 3033 op->update_stats ();
3259 3034
3260 } 3035 }
3261 3036
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3037 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 3038}
3331
3332 3039
3333void 3040void
3334loot_object (object *op) 3041loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3042{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3043 object *tmp, *tmp2, *next;
3337 3044
3338 if (op->container) 3045 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3046 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3047
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3048 for (tmp = op->inv; tmp; tmp = next)
3344 { 3049 {
3345 next = tmp->below; 3050 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3051
3052 if (tmp->invisible)
3347 continue; 3053 continue;
3054
3348 tmp->remove (); 3055 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3056 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3057 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3058 { /* empty container to ground */
3352 loot_object (tmp); 3059 loot_object (tmp);
3374 */ 3081 */
3375 3082
3376void 3083void
3377fix_weight (void) 3084fix_weight (void)
3378{ 3085{
3379 player *pl; 3086 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3087 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3089
3385 if (old == sum) 3090 if (old == sum)
3386 continue; 3091 continue;
3387 fix_player (pl->ob); 3092 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3093 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3094 }
3390} 3095}
3391 3096
3392void 3097void
3393fix_luck (void) 3098fix_luck (void)
3394{ 3099{
3395 player *pl; 3100 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3101 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3102 pl->ob->change_luck (0);
3400} 3103}
3401
3402 3104
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3105/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3106 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3107 * just treat this as any other spell casting object.
3406 */ 3108 */
3407
3408void 3109void
3409cast_dust (object *op, object *throw_ob, int dir) 3110cast_dust (object *op, object *throw_ob, int dir)
3410{ 3111{
3411 object *skop, *spob; 3112 object *skop, *spob;
3412 3113
3457 object *tmp = NULL; 3158 object *tmp = NULL;
3458 3159
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3161 return 1;
3461 3162
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3163 return 0;
3468} 3164}
3469 3165
3470/* look at the surrounding terrain to determine 3166/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3167 * the hideability of this object. Positive levels
3527 3223
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3224 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3225
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3226 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3227 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3228 if (!skop || num >= skop->level)
3534 { 3229 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3230 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3231 make_visible (op);
3537 return; 3232 return;
3538 } 3233 }
3539 else 3234 else
3540 num += 20; 3235 num += 20;
3541 } 3236
3542 num += op->map->difficulty; 3237 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3238 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3239 num -= hide;
3240
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3242 {
3547 make_visible (op); 3243 make_visible (op);
3548 if (op->type == PLAYER) 3244 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3245 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3246 }
3551 else if (op->type == PLAYER && skop) 3247 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3248 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3249}
3556 3250
3557/* determine if who is standing near a hostile creature. */ 3251/* determine if who is standing near a hostile creature. */
3558 3252
3559int 3253int
3586 if (mflags & P_OUT_OF_MAP) 3280 if (mflags & P_OUT_OF_MAP)
3587 continue; 3281 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3282 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3283 continue;
3590 3284
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3285 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3286 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3287 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3288 return 1;
3595 else if (tmp->type == PLAYER) 3289 else if (tmp->type == PLAYER)
3596 { 3290 {
3626 if (pl->type != PLAYER) 3320 if (pl->type != PLAYER)
3627 { 3321 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3322 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3323 return -1;
3630 } 3324 }
3325
3631 if (!pl || !op) 3326 if (!pl || !op)
3632 return 0; 3327 return 0;
3633 3328
3634 if (op->head)
3635 {
3636 op = op->head; 3329 op = op->head_ ();
3637 } 3330
3638 get_rangevector (pl, op, &rv, 0x1); 3331 get_rangevector (pl, op, &rv, 0x1);
3639 3332
3640 /* starting with the 'head' part, lets loop 3333 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3334 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3335 * part that is in the los array but isnt on
3650 3343
3651 /* only the viewable area the player sees is updated by LOS 3344 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3345 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3346 * for any meaningful values.
3654 */ 3347 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3349 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3351 return 1;
3659 op = op->more; 3352 op = op->more;
3660 } 3353 }
3661 return 0; 3354 return 0;
3662} 3355}
3772 if (trlist == NULL || who->type != PLAYER) 3465 if (trlist == NULL || who->type != PLAYER)
3773 return; 3466 return;
3774 3467
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3468 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3469
3777 if (tr == NULL || tr->item == NULL) 3470 if (!tr || !tr->item)
3778 { 3471 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3472 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3473 return;
3781 } 3474 }
3782 3475
3848 { 3541 {
3849 /* forces in the treasurelist can alter the player's stats */ 3542 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3543 object *skin;
3851 3544
3852 /* first get the dragon skin force */ 3545 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3547 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3548 ;
3549
3854 if (skin == NULL) 3550 if (!skin)
3855 return; 3551 return;
3856 3552
3857 /* adding new spellpath attunements */ 3553 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3554 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3555 {

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