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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 1.89 by root, Sun Jan 7 02:39:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
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}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 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 */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 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); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int 153/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 154static void
155set_first_map (object *op)
186{ 156{
187 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
188 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
189 return 0; 179 return;
190 180
191 for (; *cp != '\0'; cp++) 181 players.insert (this);
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
193 return 0; 192 return;
194 return 1;
195}
196 193
197/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
198 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
199 * Caller is responsible for setting the correct map. 196 ob->remove ();
200 */ 197 ob->map = 0;
201 198
202/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
203 * Hopefully this will be less bugfree and simpler. 200}
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{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213 201
214 if (!p) 202// connect the player with a specific client
215 { 203// also changed, rationalises, and fixes some incorrect settings
216 p = new player; 204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
217 209
218 /* This adds the player in the linked list. There is extra 210 ns->update_look = 0;
219 * complexity here because we want to add the new player at the 211 ns->look_position = 0;
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;
225 212
226 while (tmp != NULL && tmp->next != NULL) 213 clear_los (ob);
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232 214
233 p->next = NULL; 215 /* make sure he's a player -- needed because of class change. */
234 } 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
235 218
236 /* Clears basically the entire player structure except 219 if (!legal_range (ob, shoottype))
237 * for next and socket. 220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 235 */
239 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
240 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263
264 esrv_new_player (this, ob->weight + ob->carrying);
265
266 ob->update_stats ();
267 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0);
271
272 activate ();
273
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this);
280}
281
282void
283player::disconnect ()
284{
285 //TODO: don't be so harsh and destroy :)
286 if (ns)
287 {
288 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290
291 INVOKE_PLAYER (DISCONNECT, this);
292
293 ns->pl = 0;
294 this->ns = 0;
295 }
296
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315}
316
317player::player ()
318{
241 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 320 * we deal with that below this point.
243 */ 321 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 325
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 326 savebed_map = first_map_path; /* Init. respawn position */
255 327
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; 328 gen_sp_armour = 10;
270 p->last_speed = -1; 329 last_speed = -1;
271 p->shoottype = range_none; 330 shoottype = range_none;
272 p->bowtype = bow_normal; 331 bowtype = bow_normal;
273 p->petmode = pet_normal; 332 petmode = pet_normal;
274 p->listening = 10; 333 listening = 10;
275 p->usekeys = containers; 334 usekeys = containers;
276 p->last_weapon_sp = -1; 335 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 337 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);
286 338
287 /* we need to clear these to -1 and not zero - otherwise, 339 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
290 * at zero. 342 * at zero.
291 */ 343 */
292 for (i = 0; i < NUM_SKILLS; i++) 344 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 346
296 }
297 for (i = 0; i < NROFATTACKS; i++) 347 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 348 last_resist[i] = -1;
300 } 349
301 p->last_stats.exp = -1; 350 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 351 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 352}
308 353
309/* This loads the first map an puts the player on it. */ 354void
310static void 355player::do_destroy ()
311set_first_map (object *op)
312{ 356{
313 strcpy (op->contr->maplevel, first_map_path); 357 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
319/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
321 * mode. 376 * mode.
322 */ 377 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 378player *
379player::create ()
380{
381 player *pl = new player;
328 382
329 p = get_player (NULL); 383 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); 384 set_first_map (pl->ob);
344 385
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; 386 return pl;
353} 387}
354 388
355/* 389/*
356 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
366 { 400 {
367 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
368 at = first_archetype; 402 at = first_archetype;
369 else 403 else
370 at = at->next; 404 at = at->next;
405
371 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
372 return at; 407 return at;
408
373 if (at == start) 409 if (at == start)
374 { 410 {
375 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 412 exit (-1);
377 } 413 }
378 } 414 }
379} 415}
380 416
381
382object * 417object *
383get_nearest_player (object *mon) 418get_nearest_player (object *mon)
384{ 419{
385 object *op = NULL; 420 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 421 objectlink *ol;
388 unsigned lastdist; 422 unsigned lastdist;
389 rv_vector rv; 423 rv_vector rv;
390 424
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 457 {
424 op = ol->ob; 458 op = ol->ob;
425 lastdist = rv.distance; 459 lastdist = rv.distance;
426 } 460 }
427 } 461 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 462
429 { 463 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
434 { 466 {
435 op = pl->ob; 467 op = pl->ob;
436 lastdist = rv.distance; 468 lastdist = rv.distance;
437 } 469 }
438 } 470
439 }
440#if 0 471#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 473#endif
443 return op; 474 return op;
444} 475}
462 * circling behaviour. Unfortunately, this function is also used to determined 493 * 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 494 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 495 * is probably not a good thing.
465 */ 496 */
466#define MAX_SPACES 50 497#define MAX_SPACES 50
467
468 498
469/* 499/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * 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 501 * 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 502 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 741 /* Need to set up the skill pointers */
712 link_player_skills (pl); 742 link_player_skills (pl);
713} 743}
714 744
715void 745void
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) 746get_party_password (object *op, partylist *party)
800{ 747{
801 if (party == NULL) 748 if (party == NULL)
802 { 749 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 750 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 751 return;
805 } 752 }
753
806 op->contr->write_buf[0] = '\0'; 754 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 755 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 756 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 757 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 758}
811
812 759
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 760/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 761static int
815roll_stat (void) 762roll_stat (void)
816{ 763{
817 int a[4], i, j, k; 764 int a[4], i, j, k;
818 765
819 for (i = 0; i < 4; i++) 766 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 769 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 770 if (a[i] < k)
824 k = a[i], j = i; 771 k = a[i], j = i;
825 772
826 for (i = 0, k = 0; i < 4; i++) 773 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 774 if (i != j)
829 k += a[i]; 775 k += a[i];
830 } 776
831 return k; 777 return k;
832} 778}
833 779
834void 780void
835roll_stats (object *op) 781object::roll_stats ()
836{ 782{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 783 int statsort [7];
840 784
841 do 785 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 } 786 {
852 while (sum < 82 || sum > 116); 787 int sum = 0;
788 for (int i = 7; i--; )
789 sum += statsort [i] = roll_stat ();
853 790
791 if (sum >= 82 && sum <= 116)
792 break;
793 }
794
854 /* Sort the stats so that rerolling is easier... */ 795 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 796 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;
862 797
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]; 798 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 799 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 800 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 801 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 802 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 803 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 804 stats.Cha = statsort[6];
887 805
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; 806 stats.exp = 0;
899 op->stats.ac = 0; 807 stats.ac = 0;
900 808
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; 809 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
909 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
910} 821}
911 822
912void 823void
913Roll_Again (object *op) 824object::swap_stats (int a, int b)
914{ 825{
915 esrv_new_player (op->contr, 0); 826 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 827 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)? "); 828 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 829
920void 830 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
922{ 862{
923 signed char tmp;
924 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
925 864
926 if (op->contr->Swap_First == -1) 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
1041 870
1042/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1046 * not the class. 875 * not the class.
1047 */ 876 */
1048
1049int 877int
1050key_change_class (object *op, char key) 878key_change_class (object *op, char key)
1051{ 879{
1052 int tmp_loop; 880 int tmp_loop;
1053 881
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 882 if (key == 'd' || key == 'D')
1061 { 883 {
1062 char buf[MAX_BUF]; 884 char buf[MAX_BUF];
1063 885
1064 /* this must before then initial items are given */ 886 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, op, 0, 0, 0);
1070 892
1071 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, op->contr);
1073 895
1074 op->contr->state = ST_PLAYING; 896 op->contr->ns->state = ST_PLAYING;
1075 897
1076 if (op->msg) 898 if (op->msg)
1077 op->msg = NULL; 899 op->msg = NULL;
1078 900
1079 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
1088 start_info (op); 910 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 912 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 913 link_player_skills (op);
1092 esrv_send_inventory (op, op); 914 esrv_send_inventory (op, op);
1093 fix_player (op); 915 op->update_stats ();
1094 916
1095 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1096 * is one for this race 918 * is one for this race
1097 */ 919 */
1098 if (*first_map_ext_path) 920 if (*first_map_ext_path)
1099 { 921 {
1100 object *tmp; 922 object *tmp;
1101 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1102 924
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 926 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 930 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1110 * default initial map */ 932 * default initial map */
1111 tmp->destroy (); 933 tmp->destroy ();
1112 } 934 }
1113 else 935 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 937
1117 return 0; 938 return 0;
1118 } 939 }
1119 940
1120 /* Following actually changes the race - this is the default command 941 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 942 * if we don't match with one of the options above.
1125 while (!tmp_loop) 946 while (!tmp_loop)
1126 { 947 {
1127 shstr name = op->name; 948 shstr name = op->name;
1128 int x = op->x, y = op->y; 949 int x = op->x, y = op->y;
1129 950
1130 remove_statbonus (op); 951 op->remove_statbonus ();
1131 op->remove (); 952 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 953 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 954 op->arch->clone.copy_to (op);
1134 op->instantiate (); 955 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 956 op->stats = op->contr->orig_stats;
1137 op->x = x; 958 op->x = x;
1138 op->y = y; 959 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 962 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 963 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 964 tmp_loop = allowed_class (op);
1144 } 965 }
1145 966
1146 update_object (op, UP_OBJ_FACE); 967 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 969 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 970 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 971 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 972 op->stats.grace = 0;
1152 973
1153 if (op->msg) 974 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 975 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 976
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 977 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; 978 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
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;
1207} 979}
1208 980
1209void 981void
1210flee_player (object *op) 982flee_player (object *op)
1211{ 983{
1241 { 1013 {
1242 op->enemy = NULL; 1014 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1016 return;
1245 } 1017 }
1018
1246 get_rangevector (op, op->enemy, &rv, 0); 1019 get_rangevector (op, op->enemy, &rv, 0);
1247 1020
1248 dir = absdir (4 + rv.direction); 1021 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1022 for (diff = 0; diff < 3; diff++)
1250 { 1023 {
1251 int m = 1 - (RANDOM () & 2); 1024 int m = 1 - (RANDOM () & 2);
1252 1025
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1026 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1027 return;
1256 }
1257 } 1028 }
1029
1258 /* Cornered, get rid of scared */ 1030 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1031 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1032 op->enemy = NULL;
1261} 1033}
1262 1034
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 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)))); 1121 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1122 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1123 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)))); 1124 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1125
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1126 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 } 1127 }
1128
1384 /* philosophy: 1129 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1130 * 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 1131 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1132 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1133 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1134 * example.
1390 * The drawback: right now it has no frontend, so you need to 1135 * 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 1136 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1137 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1563 if (!dir)
1819 { 1564 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1566 return 0;
1822 } 1567 }
1568
1823 if (op->type == PLAYER) 1569 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1570 bow = op->contr->ranges[range_bow];
1825 else 1571 else
1826 { 1572 {
1827 for (bow = op->inv; bow; bow = bow->below) 1573 for (bow = op->inv; bow; bow = bow->below)
1835 { 1581 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1583 return 0;
1838 } 1584 }
1839 } 1585 }
1586
1840 if (!bow->race || !bow->skill) 1587 if (!bow->race || !bow->skill)
1841 { 1588 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1590 return 0;
1844 } 1591 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1594
1848 /* penalize ROF for bestarrow */ 1595 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1851 if (bowspeed < 1) 1599 if (bowspeed < 1)
1852 bowspeed = 1; 1600 bowspeed = 1;
1853 1601
1854 if (arrow == NULL) 1602 if (arrow == NULL)
1855 { 1603 {
1861 else 1609 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1610 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1611 return 0;
1864 } 1612 }
1865 } 1613 }
1614
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1616 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1617 return 0;
1870 } 1618
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1619 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1620 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1621 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1622 return 0;
1875 } 1623 }
1881 return 0; 1629 return 0;
1882 } 1630 }
1883 1631
1884 left = arrow; /* these are arrows left to the player */ 1632 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1633 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1634 if (!arrow)
1887 { 1635 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1636 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1637 return 0;
1890 } 1638 }
1639
1891 arrow->set_owner (op); 1640 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1641 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1642 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1643
1898 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1899 { 1645 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1647 op->update_stats ();
1902 } 1648 }
1903 1649
1904 SET_ANIMATION (arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1652 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1653 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1654 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1655 arrow->spellarg = strdup (arrow->slaying);
1910 1656
1911 /* Note that this was different for monsters - they got their level 1657 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1658 * added to the damage. I think the strength bonus is more proper.
1913 */ 1659 */
1914 1660
1916 1662
1917 /* update the speed */ 1663 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1664 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; 1665 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1666
1921 if (arrow->speed < 1.0) 1667 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1668 arrow->speed_left = 0;
1925 1669
1926 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1927 { 1671 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1682 }
1939 1683
1940 if (arrow->attacktype == AT_PHYSICAL) 1684 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1942 1686
1943 if (bow->slaying != NULL) 1687 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1688 arrow->slaying = bow->slaying;
1945 1689
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1690 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1692
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1694 m->insert (arrow, sx, sy, op);
1952 1695
1953 if (!arrow->destroyed ()) 1696 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1697 move_arrow (arrow);
1955 1698
1956 if (op->type == PLAYER) 1699 if (op->type == PLAYER)
1982 } 1725 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1726 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1727 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1729 wcmod = -1;
1730
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1732 }
1989 else if (op->contr->bowtype == bow_threewide) 1733 else if (op->contr->bowtype == bow_threewide)
1990 { 1734 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1805
2062 if (item->arch) 1806 if (item->arch)
2063 { 1807 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1809 item->face = item->arch->clone.face;
2066 item->speed = 0; 1810 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1811 }
1812
2069 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1815 }
2072 } 1816 }
2073 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1818 drain_rod_charge (item);
2076 }
2077 } 1819 }
2078} 1820}
2079 1821
2080/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2081 */ 1823 */
2224 * 0 otherwise 1966 * 0 otherwise
2225 */ 1967 */
2226static int 1968static int
2227player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2228{ 1970{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* 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 - 1972 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2233 */ 1974 */
2234 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2276 */ 2017 */
2277
2278void 2018void
2279move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2280{ 2020{
2281 object *tmp, *mon; 2021 object *tmp, *mon;
2282 sint16 nx, ny; 2022 sint16 nx, ny;
2284 maptile *m; 2024 maptile *m;
2285 2025
2286 nx = freearr_x[dir] + op->x; 2026 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2027 ny = freearr_y[dir] + op->y;
2288 2028
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2290 2030
2291 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2299 */ 2039 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2041 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2043 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2305 if (!m) 2045 if (!m)
2306 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2307 } 2047 }
2308 else 2048 else
2309 m = op->map; 2049 m = op->map;
2310 2050
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 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; 2052 return;
2315 }
2316 2053
2317 mon = NULL; 2054 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2058 * on the space
2322 */ 2059 */
2323 while (tmp != NULL) 2060 while (tmp)
2324 { 2061 {
2325 if (tmp == op) 2062 if (tmp == op)
2326 { 2063 {
2327 tmp = tmp->above; 2064 tmp = tmp->above;
2328 continue; 2065 continue;
2338 mon = tmp; 2075 mon = tmp;
2339 2076
2340 tmp = tmp->above; 2077 tmp = tmp->above;
2341 } 2078 }
2342 2079
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2081 return; /* into a wall */
2345 2082
2346 if (mon->head != NULL) 2083 if (mon->head)
2347 mon = mon->head; 2084 mon = mon->head;
2348 2085
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2351 return; 2088 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2111 {
2375 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2113 if (op->contr->braced)
2377 return; 2114 return;
2115
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2117 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2119 make_visible (op);
2120
2382 return; 2121 return;
2383 } 2122 }
2384 2123
2385 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2127 * attack them either.
2389 */ 2128 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2132 (op->contr->peaceful
2394 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2395 && mon->contr-> 2134 && mon->contr->
2396 peaceful)) && 2135 peaceful)) &&
2397#else 2136#else
2398 op->contr->peaceful && 2137 op->contr->peaceful &&
2399#endif 2138#endif
2400 !on_battleground)) 2139 !on_battleground))
2401 { 2140 {
2402 if (!op->contr->braced) 2141 if (!op->contr->braced)
2403 { 2142 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2406 } 2145 }
2407 else 2146 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2148
2411 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2150 make_visible (op);
2413 } 2151 }
2414 2152
2415 /* If the object is a boulder or other rollable object, then 2153 /* 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 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2168 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2171 {
2435 2172
2436 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2181
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2183 }
2447 2184
2448 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2449 2186
2450 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2190 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2193 {
2457 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2458 2195
2459 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2462 } 2199 }
2200
2463 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2464 make_visible (op); 2202 make_visible (op);
2465 } 2203 }
2466 } /* if player should attack something */ 2204 } /* if player should attack something */
2467} 2205}
2469int 2207int
2470move_player (object *op, int dir) 2208move_player (object *op, int dir)
2471{ 2209{
2472 int pick; 2210 int pick;
2473 2211
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2213 return 0;
2476 2214
2477 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2479 { 2217 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2219 return 0;
2482 } 2220 }
2483 2221
2484 /* peterm: added following line */ 2222 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487 2225
2488 op->facing = dir; 2226 op->facing = dir;
2489 2227
2502 2240
2503 /* Add special check for newcs players and fire on - this way, the 2241 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2242 * server can handle repeat firing.
2505 */ 2243 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2245 op->direction = dir;
2509 }
2510 else 2246 else
2511 {
2512 op->direction = 0; 2247 op->direction = 0;
2513 } 2248
2514 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2251 * for players.
2517 */ 2252 */
2518 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2570 2305
2571 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2308 * called, so we recheck it here.
2574 */ 2309 */
2575 HandleClient (&op->contr->socket, op->contr); 2310 if (op->contr->ns->handle_command ())
2311 return 1;
2312
2576 if (op->speed_left < 0) 2313 if (op->speed_left > 0)
2577 return 0; 2314 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2316 {
2581 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2318 op->speed_left--;
2583 2319
2584 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2587 */ 2323 */
2588 move_player (op, op->direction); 2324 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2325
2590 return 1; 2326 return op->speed_left > 0;
2591 else 2327 }
2592 return 0;
2593 } 2328 }
2329
2594 return 0; 2330 return 0;
2595} 2331}
2596 2332
2597int 2333int
2598save_life (object *op) 2334save_life (object *op)
2599{ 2335{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2337 return 0;
2604 2338
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2339 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2341 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2342 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)); 2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2344
2618 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2619 2353
2620 if (op->stats.food < 0) 2354 if (op->stats.food < 0)
2621 op->stats.food = 999; 2355 op->stats.food = 999;
2622 2356
2623 fix_player (op); 2357 op->update_stats ();
2624 return 1; 2358 return 1;
2625 } 2359 }
2360
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2363 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2364 return 0;
2630} 2365}
2639{ 2374{
2640 object *next; 2375 object *next;
2641 2376
2642 while (op) 2377 while (op)
2643 { 2378 {
2644 next = op->below; /* Make sure we have a good value, in case 2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2380
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2381 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2382 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2383 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2384 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2385
2386 op->insert_at (env);
2655 } 2387 }
2656 else if (op->inv) 2388 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2389 remove_unpaid_objects (op->inv, env);
2390
2658 op = next; 2391 op = next;
2659 } 2392 }
2660} 2393}
2661
2662 2394
2663/* 2395/*
2664 * Returns pointer a static string containing gravestone text 2396 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2397 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2398 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2409 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2410 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2411 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2412 else
2681 sprintf (buf, "%s\n", &op->name); 2413 sprintf (buf, "%s\n", &op->name);
2414
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2416 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2417 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2418 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2419 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2420 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2421
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2423 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2424 if (op->type == PLAYER)
2691 { 2425 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2426 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2427 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2428 strcat (buf2, buf);
2695 } 2429 }
2430
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2431 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2432 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2433 strcat (buf2, buf);
2434
2699 return buf2; 2435 return buf2;
2700} 2436}
2701
2702
2703 2437
2704void 2438void
2705do_some_living (object *op) 2439do_some_living (object *op)
2706{ 2440{
2707 int last_food = op->stats.food; 2441 int last_food = op->stats.food;
2716 const int max_grace = 1; 2450 const int max_grace = 1;
2717 2451
2718 if (op->contr->outputs_sync) 2452 if (op->contr->outputs_sync)
2719 { 2453 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2454 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) 2455 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]); 2456 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2457 }
2724 2458
2725 if (op->contr->state == ST_PLAYING) 2459 if (op->contr->ns->state == ST_PLAYING)
2726 { 2460 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2461 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2462 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2463 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2464 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2465 else
2733 { 2466 {
2734 gen_hp = op->stats.maxhp; 2467 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2468 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2469 }
2470
2737 if (op->contr->gen_sp >= 0) 2471 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2472 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2473 else
2740 { 2474 {
2741 gen_sp = op->stats.maxsp; 2475 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2476 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2477 }
2478
2744 if (op->contr->gen_grace >= 0) 2479 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2480 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2481 else
2747 { 2482 {
2748 gen_grace = op->stats.maxgrace; 2483 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2499 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2500 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2501 op->stats.food = last_food;
2767 } 2502 }
2768 } 2503 }
2504
2769 if (max_sp > 1) 2505 if (max_sp > 1)
2770 { 2506 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2507 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2508 if (over_sp > 0)
2773 { 2509 {
2774 if (op->stats.sp < op->stats.maxsp) 2510 if (op->stats.sp < op->stats.maxsp)
2775 { 2511 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2514 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2515 op->stats.sp--;
2516
2779 if (op->stats.sp > op->stats.maxsp) 2517 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2518 op->stats.sp = op->stats.maxsp;
2781 } 2519 }
2782 op->last_sp = 0; 2520 op->last_sp = 0;
2783 } 2521 }
2784 else 2522 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2524 }
2789 else 2525 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2526 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2527 }
2794 2528
2795 /* Regenerate Grace */ 2529 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2530 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2531 if (--op->last_grace < 0)
2798 { 2532 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2533 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2534 op->stats.grace++; /* no penalty in food for regaining grace */
2535
2801 if (max_grace > 1) 2536 if (max_grace > 1)
2802 { 2537 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2538 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2539 if (over_grace > 0)
2805 { 2540 {
2833 op->stats.food += op->contr->digestion; 2568 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2569 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2570 op->stats.food = last_food;
2836 } 2571 }
2837 } 2572 }
2573
2838 if (max_hp > 1) 2574 if (max_hp > 1)
2839 { 2575 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2577 if (over_hp > 0)
2842 { 2578 {
2866 2602
2867 if (op->contr->gen_hp > 0) 2603 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2604 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2605 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607
2871 /* dms do not consume food */ 2608 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2609 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2610 op->stats.food--;
2874 } 2611 }
2875 }
2876 2612
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2613 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2614 {
2879 object *tmp, *flesh = NULL; 2615 object *tmp, *flesh = 0;
2880 2616
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2617 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2618 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2619 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2620 {
2621 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2622 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2624 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2625 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2626 break;
2891 } 2627 }
2892 else if (tmp->type == FLESH) 2628 else if (tmp->type == FLESH)
2893 flesh = tmp; 2629 flesh = tmp;
2894 } /* End if paid for object */ 2630 } /* End if paid for object */
2895 } /* end of for loop */ 2631 } /* end of for loop */
2632
2896 /* If player is still starving, it means they don't have any food, so 2633 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2634 * eat flesh instead.
2898 */ 2635 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2636 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2637 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2639 manual_apply (op, flesh, 0);
2903 } 2640 }
2904 } /* end if player is starving */ 2641 }
2905 2642
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2643 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2644 op->stats.food++, op->stats.hp--;
2908 2645
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2646 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2647 kill_player (op);
2648 }
2911} 2649}
2912
2913
2914 2650
2915/* If the player should die (lack of hp, food, etc), we call this. 2651/* 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 2652 * 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 2653 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2654 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2684 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..."); 2685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2686
2951 /* restore player */ 2687 /* restore player */
2952 at = archetype::find ("poisoning"); 2688 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2689 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2690 {
2956 tmp->destroy (); 2691 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2692 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2693 }
2959 2694
2960 at = archetype::find ("confusion"); 2695 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2696 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2697 {
2964 tmp->destroy (); 2698 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2700 }
2967 2701
2969 op->stats.hp = op->stats.maxhp; 2703 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2704 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2705 op->stats.food = 999;
2972 2706
2973 /* create a bodypart-trophy to make the winner happy */ 2707 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2708 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2709 {
2977 sprintf (buf, "%s's finger", &op->name); 2710 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2711 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2712 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2713 " 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); 2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2715 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2716 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2717 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2718 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2719 }
2988 2720
2989 /* teleport defeated player to new destination */ 2721 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2722 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2723 op->contr->braced = 0;
2996 2728
2997 command_kill_pets (op, 0); 2729 command_kill_pets (op, 0);
2998 2730
2999 if (op->stats.food < 0) 2731 if (op->stats.food < 0)
3000 { 2732 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2733 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2734 strcpy (op->contr->killer, "starvation");
3010 } 2735 }
3011 else 2736 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2737 sprintf (buf, "%s died.", &op->name);
3021 } 2738
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2740
3024 /* save the map location for corpse, gravestone */ 2741 /* save the map location for corpse, gravestone */
3025 x = op->x; 2742 x = op->x;
3026 y = op->y; 2743 y = op->y;
3027 map = op->map; 2744 map = op->map;
3028 2745
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2746 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2747 * 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. 2748 * See the config.h file for a little more in depth detail about this.
3035 */ 2749 */
3036 2750
3037 /* Basically two ways to go - remove a stat permanently, or just 2751 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2752 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2753 * of death.
3040 */ 2754 */
3041#ifndef COZY_SERVER 2755#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2756 if (settings.balanced_stat_loss)
3043 { 2757 {
3044 /* If stat loss is permanent, lose one stat only. */ 2758 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2759 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2760 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2761 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2762 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2763 little bit harder. */
3050 /* GD */ 2764 /* GD */
3051 if (settings.stat_loss_on_death) 2765 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2766 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2767 else
3057 { 2768 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2769 }
2770 else
3058 num_stats_lose = 1; 2771 num_stats_lose = 1;
3059 } 2772
3060 lost_a_stat = 0; 2773 lost_a_stat = 0;
3061 2774
3062 for (z = 0; z < num_stats_lose; z++) 2775 for (z = 0; z < num_stats_lose; z++)
3063 { 2776 {
3064 i = RANDOM () % NUM_STATS; 2777 i = RANDOM () % NUM_STATS;
3065 2778
3066 if (settings.stat_loss_on_death) 2779 if (settings.stat_loss_on_death)
3067 { 2780 {
3068 /* Pick a random stat and take a point off it. Tell the player 2781 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2782 * what he lost.
3070 */ 2783 */
3071 change_attr_value (&(op->stats), i, -1); 2784 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2785 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2786 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2787 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2789 lost_a_stat = 1;
2790 }
2791 else
2792 {
2793 /* deplete a stat */
2794 archetype *deparch = archetype::find ("depletion");
2795 object *dep;
2796
2797 dep = present_arch_in_ob (deparch, op);
2798 if (!dep)
2799 {
2800 dep = arch_to_object (deparch);
2801 insert_ob_in_ob (dep, op);
3077 } 2802 }
3078 else 2803 lose_this_stat = 1;
2804 if (settings.balanced_stat_loss)
3079 { 2805 {
3080 /* deplete a stat */ 2806 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2807 /* Get the stat that we're about to deplete. */
3082 object *dep; 2808 this_stat = get_attr_value (&(dep->stats), i);
3083 2809 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2810 {
3087 dep = arch_to_object (deparch); 2811 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2812 int keep_chance = this_stat * this_stat;
3089 } 2813
3090 lose_this_stat = 1; 2814 /* 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) 2815 if (keep_chance < 1)
2816 keep_chance = 1;
2817
2818 /* There is a maximum depletion total per level. */
2819 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2820 {
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; 2821 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2822 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2823 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 } 2824 }
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 */ 2825 else
3132 if (this_stat >= -50)
3133 { 2826 {
3134 change_attr_value (&(dep->stats), i, -1); 2827 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; 2828 lose_this_stat = 0;
2829 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2830 this_stat, keep_chance, loss_chance,
2831 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2832 }
3140 } 2833 }
3141 } 2834 }
2835
2836 if (lose_this_stat)
2837 {
2838 this_stat = get_attr_value (&(dep->stats), i);
2839 /* We could try to do something clever like find another
2840 * stat to reduce if this fails. But chances are, if
2841 * stats have been depleted to -50, all are pretty low
2842 * and should be roughly the same, so it shouldn't make a
2843 * difference.
2844 */
2845 if (this_stat >= -50)
2846 {
2847 change_attr_value (&(dep->stats), i, -1);
2848 SET_FLAG (dep, FLAG_APPLIED);
2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2850 op->update_stats ();
2851 lost_a_stat = 1;
2852 }
3142 } 2853 }
2854 }
2855 }
3143 /* If no stat lost, tell the player. */ 2856 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2857 if (!lost_a_stat)
3145 { 2858 {
3146 /* determine_god() seems to not work sometimes... why is this? 2859 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2860 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2861 const char *god = determine_god (op);
3149 2862
3150 if (god && (strcmp (god, "none"))) 2863 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); 2864 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2865 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2867 }
3155#else 2868#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2869 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2870#endif
3158 2871
3159 /* Put a gravestone up where the character 'almost' died. List the 2872 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2873 * exp loss on the stone.
3161 */ 2874 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2875 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2876 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2877 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2878 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2879 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); 2880 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; 2881 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2882 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2883 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2884
3172 /**************************************/ 2885 /**************************************/
3173 /* */ 2886 /* */
3174 /* Subtract the experience points, */ 2887 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2888 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2889 /* food, and reset HP's... */
3177 /* */ 2890 /* */
3178 /**************************************/ 2891 /**************************************/
3179 2892
3180 /* remove any poisoning and confusion the character may be suffering. */ 2893 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2894 /* restore player */
3182 at = archetype::find ("poisoning"); 2895 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3184 2897
3185 if (tmp) 2898 if (tmp)
3186 { 2899 {
3187 tmp->destroy (); 2900 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2901 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2902 }
3190 2903
3191 at = archetype::find ("confusion"); 2904 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2905 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2906 if (tmp)
3194 { 2907 {
3195 tmp->destroy (); 2908 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2910 }
3198 2911
3199 cure_disease (op, 0); /* remove any disease */ 2912 cure_disease (op, 0); /* remove any disease */
3200 2913
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2914 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2915 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2916 if (op->stats.food < 100)
3204 op->stats.food = 900; 2917 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2918 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2921
3209 /* 2922 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2923 * 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 2924 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2925 * in the map.
3213 */ 2926 */
3214 2927
3215 if (is_in_shop (op)) 2928 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2929 remove_unpaid_objects (op->inv, op);
3217 2930
3218 /****************************************/ 2931 /****************************************/
3219 /* */ 2932 /* */
3220 /* Move player to his current respawn- */ 2933 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2934 /* position (usually last savebed) */
3222 /* */ 2935 /* */
3223 /****************************************/ 2936 /****************************************/
3224 2937
3225 enter_player_savebed (op); 2938 enter_player_savebed (op);
3226 2939
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2940 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2941
3233 /* it is possible that the player has blown something up 2942 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2943 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2944 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2945 * on the space that might harm the player.
3237 */ 2946 */
3238 will_kill_again = 0; 2947 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2948 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2949 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2950 will_kill_again |= tmp->attacktype;
3242 2951
3243 if (will_kill_again) 2952 if (will_kill_again)
3244 { 2953 {
3245 object *force; 2954 object *force;
3246 int at; 2955 int at;
3247 2956
3248 force = get_archetype (FORCE_NAME); 2957 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2958 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2959 force->speed = 0.1;
3251 force->speed_left = -5.0; 2960 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2961 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2962 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2963 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2964 force->resist[at] = 100;
3256 2965
3257 insert_ob_in_ob (force, op); 2966 insert_ob_in_ob (force, op);
3258 fix_player (op); 2967 op->update_stats ();
3259 2968
3260 } 2969 }
3261 2970
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2971 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} 2972}
3331
3332 2973
3333void 2974void
3334loot_object (object *op) 2975loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2976{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2977 object *tmp, *tmp2, *next;
3337 2978
3338 if (op->container) 2979 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 2980 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 2981
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2982 for (tmp = op->inv; tmp; tmp = next)
3344 { 2983 {
3345 next = tmp->below; 2984 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2985
2986 if (tmp->invisible)
3347 continue; 2987 continue;
2988
3348 tmp->remove (); 2989 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2990 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 2991 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2992 { /* empty container to ground */
3352 loot_object (tmp); 2993 loot_object (tmp);
3374 */ 3015 */
3375 3016
3376void 3017void
3377fix_weight (void) 3018fix_weight (void)
3378{ 3019{
3379 player *pl; 3020 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3021 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3022 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3023
3385 if (old == sum) 3024 if (old == sum)
3386 continue; 3025 continue;
3387 fix_player (pl->ob); 3026 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3027 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3028 }
3390} 3029}
3391 3030
3392void 3031void
3393fix_luck (void) 3032fix_luck (void)
3394{ 3033{
3395 player *pl; 3034 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3035 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3036 pl->ob->change_luck (0);
3400} 3037}
3401
3402 3038
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3039/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3040 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3041 * just treat this as any other spell casting object.
3406 */ 3042 */
3407
3408void 3043void
3409cast_dust (object *op, object *throw_ob, int dir) 3044cast_dust (object *op, object *throw_ob, int dir)
3410{ 3045{
3411 object *skop, *spob; 3046 object *skop, *spob;
3412 3047
3457 object *tmp = NULL; 3092 object *tmp = NULL;
3458 3093
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3095 return 1;
3461 3096
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; 3097 return 0;
3468} 3098}
3469 3099
3470/* look at the surrounding terrain to determine 3100/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3101 * the hideability of this object. Positive levels
3527 3157
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3158 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3159
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3160 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3161 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3162 if (!skop || num >= skop->level)
3534 { 3163 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3164 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3165 make_visible (op);
3537 return; 3166 return;
3538 } 3167 }
3539 else 3168 else
3540 num += 20; 3169 num += 20;
3541 } 3170
3542 num += op->map->difficulty; 3171 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3172 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3173 num -= hide;
3174
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3175 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3176 {
3547 make_visible (op); 3177 make_visible (op);
3548 if (op->type == PLAYER) 3178 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3180 }
3551 else if (op->type == PLAYER && skop) 3181 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3182 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3183}
3556 3184
3557/* determine if who is standing near a hostile creature. */ 3185/* determine if who is standing near a hostile creature. */
3558 3186
3559int 3187int
3586 if (mflags & P_OUT_OF_MAP) 3214 if (mflags & P_OUT_OF_MAP)
3587 continue; 3215 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3216 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3217 continue;
3590 3218
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3219 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3220 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3221 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3222 return 1;
3595 else if (tmp->type == PLAYER) 3223 else if (tmp->type == PLAYER)
3596 { 3224 {
3626 if (pl->type != PLAYER) 3254 if (pl->type != PLAYER)
3627 { 3255 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3256 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3257 return -1;
3630 } 3258 }
3259
3631 if (!pl || !op) 3260 if (!pl || !op)
3632 return 0; 3261 return 0;
3633 3262
3634 if (op->head)
3635 {
3636 op = op->head; 3263 op = op->head_ ();
3637 } 3264
3638 get_rangevector (pl, op, &rv, 0x1); 3265 get_rangevector (pl, op, &rv, 0x1);
3639 3266
3640 /* starting with the 'head' part, lets loop 3267 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3268 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3269 * part that is in the los array but isnt on
3650 3277
3651 /* only the viewable area the player sees is updated by LOS 3278 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3279 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3280 * for any meaningful values.
3654 */ 3281 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3283 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3284 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3285 return 1;
3659 op = op->more; 3286 op = op->more;
3660 } 3287 }
3661 return 0; 3288 return 0;
3662} 3289}
3772 if (trlist == NULL || who->type != PLAYER) 3399 if (trlist == NULL || who->type != PLAYER)
3773 return; 3400 return;
3774 3401
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3402 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3403
3777 if (tr == NULL || tr->item == NULL) 3404 if (!tr || !tr->item)
3778 { 3405 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3406 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3407 return;
3781 } 3408 }
3782 3409
3848 { 3475 {
3849 /* forces in the treasurelist can alter the player's stats */ 3476 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3477 object *skin;
3851 3478
3852 /* first get the dragon skin force */ 3479 /* first get the dragon skin force */
3480 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); 3481 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3482 ;
3483
3854 if (skin == NULL) 3484 if (!skin)
3855 return; 3485 return;
3856 3486
3857 /* adding new spellpath attunements */ 3487 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3488 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3489 {

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