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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 1.90 by root, Sun Jan 7 21:54:59 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 if (ns)
286 {
287 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289
290 INVOKE_PLAYER (DISCONNECT, this);
291
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 deactivate ();
297}
298
299// the need for this function can be explained
300// by load_object not returning the object
301void
302player::set_object (object *op)
303{
304 ob = op;
305 ob->contr = this; /* this aren't yet in archetype */
306
307 ob->speed_left = 0.5;
308 ob->speed = 1.0;
309 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312
313 ob->roll_stats ();
314}
315
316player::player ()
317{
241 /* There are some elements we want initialized to non zero value - 318 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 319 * we deal with that below this point.
243 */ 320 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 321 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 322 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 323 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 324
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 325 savebed_map = first_map_path; /* Init. respawn position */
255 326
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; 327 gen_sp_armour = 10;
270 p->last_speed = -1; 328 last_speed = -1;
271 p->shoottype = range_none; 329 shoottype = range_none;
272 p->bowtype = bow_normal; 330 bowtype = bow_normal;
273 p->petmode = pet_normal; 331 petmode = pet_normal;
274 p->listening = 10; 332 listening = 10;
275 p->usekeys = containers; 333 usekeys = containers;
276 p->last_weapon_sp = -1; 334 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 336 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);
286 337
287 /* we need to clear these to -1 and not zero - otherwise, 338 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 339 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 340 * send new values to the client, as things like exp start
290 * at zero. 341 * at zero.
291 */ 342 */
292 for (i = 0; i < NUM_SKILLS; i++) 343 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 344 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 345
296 }
297 for (i = 0; i < NROFATTACKS; i++) 346 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 347 last_resist[i] = -1;
300 } 348
301 p->last_stats.exp = -1; 349 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 350 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 351}
308 352
309/* This loads the first map an puts the player on it. */ 353void
310static void 354player::do_destroy ()
311set_first_map (object *op)
312{ 355{
313 strcpy (op->contr->maplevel, first_map_path); 356 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
319/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
321 * mode. 375 * mode.
322 */ 376 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 377player *
378player::create ()
379{
380 player *pl = new player;
328 381
329 p = get_player (NULL); 382 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); 383 set_first_map (pl->ob);
344 384
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; 385 return pl;
353} 386}
354 387
355/* 388/*
356 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
366 { 399 {
367 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
368 at = first_archetype; 401 at = first_archetype;
369 else 402 else
370 at = at->next; 403 at = at->next;
404
371 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
372 return at; 406 return at;
407
373 if (at == start) 408 if (at == start)
374 { 409 {
375 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 411 exit (-1);
377 } 412 }
378 } 413 }
379} 414}
380 415
381
382object * 416object *
383get_nearest_player (object *mon) 417get_nearest_player (object *mon)
384{ 418{
385 object *op = NULL; 419 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 420 objectlink *ol;
388 unsigned lastdist; 421 unsigned lastdist;
389 rv_vector rv; 422 rv_vector rv;
390 423
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 456 {
424 op = ol->ob; 457 op = ol->ob;
425 lastdist = rv.distance; 458 lastdist = rv.distance;
426 } 459 }
427 } 460 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 461
429 { 462 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 463 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 464 if (lastdist > rv.distance)
434 { 465 {
435 op = pl->ob; 466 op = pl->ob;
436 lastdist = rv.distance; 467 lastdist = rv.distance;
437 } 468 }
438 } 469
439 }
440#if 0 470#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 471 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 472#endif
443 return op; 473 return op;
444} 474}
462 * circling behaviour. Unfortunately, this function is also used to determined 492 * 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 493 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 494 * is probably not a good thing.
465 */ 495 */
466#define MAX_SPACES 50 496#define MAX_SPACES 50
467
468 497
469/* 498/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 499 * 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 500 * 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 501 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
712 link_player_skills (pl); 741 link_player_skills (pl);
713} 742}
714 743
715void 744void
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) 745get_party_password (object *op, partylist *party)
800{ 746{
801 if (party == NULL) 747 if (party == NULL)
802 { 748 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 750 return;
805 } 751 }
752
806 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 757}
811
812 758
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 760static int
815roll_stat (void) 761roll_stat (void)
816{ 762{
817 int a[4], i, j, k; 763 int a[4], i, j, k;
818 764
819 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 769 if (a[i] < k)
824 k = a[i], j = i; 770 k = a[i], j = i;
825 771
826 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 773 if (i != j)
829 k += a[i]; 774 k += a[i];
830 } 775
831 return k; 776 return k;
832} 777}
833 778
834void 779void
835roll_stats (object *op) 780object::roll_stats ()
836{ 781{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 782 int statsort [7];
840 783
841 do 784 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 } 785 {
852 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
853 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
854 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 795 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;
862 796
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]; 797 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
887 804
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; 805 stats.exp = 0;
899 op->stats.ac = 0; 806 stats.ac = 0;
900 807
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; 808 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
909 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
910} 820}
911 821
912void 822void
913Roll_Again (object *op) 823object::swap_stats (int a, int b)
914{ 824{
915 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 826 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)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 828
920void 829 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
922{ 861{
923 signed char tmp;
924 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
925 863
926 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1041 869
1042/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1046 * not the class. 874 * not the class.
1047 */ 875 */
1048
1049int 876int
1050key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1051{ 878{
1052 int tmp_loop; 879 int tmp_loop;
1053 880
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1061 { 882 {
1062 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1063 884
1064 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 890 create_treasure (tl, op, 0, 0, 0);
1070 891
1071 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1073 894
1074 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1075 896
1076 if (op->msg) 897 if (op->msg)
1077 op->msg = NULL; 898 op->msg = NULL;
1078 899
1079 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1088 start_info (op); 909 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 910 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 911 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 912 link_player_skills (op);
1092 esrv_send_inventory (op, op); 913 esrv_send_inventory (op, op);
1093 fix_player (op); 914 op->update_stats ();
1094 915
1095 /* This moves the player to a different start map, if there 916 /* This moves the player to a different start map, if there
1096 * is one for this race 917 * is one for this race
1097 */ 918 */
1098 if (*first_map_ext_path) 919 if (*first_map_ext_path)
1099 { 920 {
1100 object *tmp; 921 object *tmp;
1101 char mapname[MAX_BUF]; 922 char mapname[MAX_BUF];
1102 923
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 924 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 925 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 926 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 927 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 928 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 929 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 930 * if the map isn't there, then stay on the
1110 * default initial map */ 931 * default initial map */
1111 tmp->destroy (); 932 tmp->destroy ();
1112 } 933 }
1113 else 934 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 935 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 936
1117 return 0; 937 return 0;
1118 } 938 }
1119 939
1120 /* Following actually changes the race - this is the default command 940 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 941 * if we don't match with one of the options above.
1125 while (!tmp_loop) 945 while (!tmp_loop)
1126 { 946 {
1127 shstr name = op->name; 947 shstr name = op->name;
1128 int x = op->x, y = op->y; 948 int x = op->x, y = op->y;
1129 949
1130 remove_statbonus (op); 950 op->remove_statbonus ();
1131 op->remove (); 951 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 952 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 953 op->arch->clone.copy_to (op);
1134 op->instantiate (); 954 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 955 op->stats = op->contr->orig_stats;
1137 op->x = x; 957 op->x = x;
1138 op->y = y; 958 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 959 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 960 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 961 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 962 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 963 tmp_loop = allowed_class (op);
1144 } 964 }
1145 965
1146 update_object (op, UP_OBJ_FACE); 966 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 967 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 968 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 969 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 970 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 971 op->stats.grace = 0;
1152 972
1153 if (op->msg) 973 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 974 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 975
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 976 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; 977 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} 978}
1208 979
1209void 980void
1210flee_player (object *op) 981flee_player (object *op)
1211{ 982{
1241 { 1012 {
1242 op->enemy = NULL; 1013 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1014 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1015 return;
1245 } 1016 }
1017
1246 get_rangevector (op, op->enemy, &rv, 0); 1018 get_rangevector (op, op->enemy, &rv, 0);
1247 1019
1248 dir = absdir (4 + rv.direction); 1020 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1021 for (diff = 0; diff < 3; diff++)
1250 { 1022 {
1251 int m = 1 - (RANDOM () & 2); 1023 int m = 1 - (RANDOM () & 2);
1252 1024
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1025 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1026 return;
1256 }
1257 } 1027 }
1028
1258 /* Cornered, get rid of scared */ 1029 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1031 op->enemy = NULL;
1261} 1032}
1262 1033
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 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)))); 1120 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1121 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1122 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)))); 1123 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1124
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1125 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 } 1126 }
1127
1384 /* philosophy: 1128 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1129 * 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 1130 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1131 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1132 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1133 * example.
1390 * The drawback: right now it has no frontend, so you need to 1134 * 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 1135 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1136 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1562 if (!dir)
1819 { 1563 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1565 return 0;
1822 } 1566 }
1567
1823 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1569 bow = op->contr->ranges[range_bow];
1825 else 1570 else
1826 { 1571 {
1827 for (bow = op->inv; bow; bow = bow->below) 1572 for (bow = op->inv; bow; bow = bow->below)
1835 { 1580 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1582 return 0;
1838 } 1583 }
1839 } 1584 }
1585
1840 if (!bow->race || !bow->skill) 1586 if (!bow->race || !bow->skill)
1841 { 1587 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1589 return 0;
1844 } 1590 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1593
1848 /* penalize ROF for bestarrow */ 1594 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1851 if (bowspeed < 1) 1598 if (bowspeed < 1)
1852 bowspeed = 1; 1599 bowspeed = 1;
1853 1600
1854 if (arrow == NULL) 1601 if (arrow == NULL)
1855 { 1602 {
1861 else 1608 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1609 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1610 return 0;
1864 } 1611 }
1865 } 1612 }
1613
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1615 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1616 return 0;
1870 } 1617
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1618 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1619 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1620 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1621 return 0;
1875 } 1622 }
1881 return 0; 1628 return 0;
1882 } 1629 }
1883 1630
1884 left = arrow; /* these are arrows left to the player */ 1631 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1632 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1633 if (!arrow)
1887 { 1634 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1635 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1636 return 0;
1890 } 1637 }
1638
1891 arrow->set_owner (op); 1639 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1640 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1641 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1642
1898 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1899 { 1644 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1646 op->update_stats ();
1902 } 1647 }
1903 1648
1904 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1651 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1652 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1653 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1654 arrow->spellarg = strdup (arrow->slaying);
1910 1655
1911 /* Note that this was different for monsters - they got their level 1656 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1657 * added to the damage. I think the strength bonus is more proper.
1913 */ 1658 */
1914 1659
1916 1661
1917 /* update the speed */ 1662 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1663 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; 1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1665
1921 if (arrow->speed < 1.0) 1666 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1925 1668
1926 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1927 { 1670 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1681 }
1939 1682
1940 if (arrow->attacktype == AT_PHYSICAL) 1683 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1684 arrow->attacktype |= bow->attacktype;
1942 1685
1943 if (bow->slaying != NULL) 1686 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1687 arrow->slaying = bow->slaying;
1945 1688
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1689 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1691
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1693 m->insert (arrow, sx, sy, op);
1952 1694
1953 if (!arrow->destroyed ()) 1695 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1696 move_arrow (arrow);
1955 1697
1956 if (op->type == PLAYER) 1698 if (op->type == PLAYER)
1982 } 1724 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1725 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1726 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1728 wcmod = -1;
1729
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1731 }
1989 else if (op->contr->bowtype == bow_threewide) 1732 else if (op->contr->bowtype == bow_threewide)
1990 { 1733 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1804
2062 if (item->arch) 1805 if (item->arch)
2063 { 1806 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1808 item->face = item->arch->clone.face;
2066 item->speed = 0; 1809 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1810 }
1811
2069 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1814 }
2072 } 1815 }
2073 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1817 drain_rod_charge (item);
2076 }
2077 } 1818 }
2078} 1819}
2079 1820
2080/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2081 */ 1822 */
2224 * 0 otherwise 1965 * 0 otherwise
2225 */ 1966 */
2226static int 1967static int
2227player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2228{ 1969{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* 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 - 1971 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2233 */ 1973 */
2234 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2012 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2013 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2014 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2015 * going to try and move (not fire weapons).
2276 */ 2016 */
2277
2278void 2017void
2279move_player_attack (object *op, int dir) 2018move_player_attack (object *op, int dir)
2280{ 2019{
2281 object *tmp, *mon; 2020 object *tmp, *mon;
2282 sint16 nx, ny; 2021 sint16 nx, ny;
2284 maptile *m; 2023 maptile *m;
2285 2024
2286 nx = freearr_x[dir] + op->x; 2025 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2026 ny = freearr_y[dir] + op->y;
2288 2027
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2028 on_battleground = op_on_battleground (op, 0, 0);
2290 2029
2291 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * 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 2032 * 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 2033 * player. This is a pretty nasty hack, because if we could
2299 */ 2038 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2040 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2042 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2043 m = op->map->xy_find (nx, ny);
2305 if (!m) 2044 if (!m)
2306 return; /* Don't think this should happen */ 2045 return; /* Don't think this should happen */
2307 } 2046 }
2308 else 2047 else
2309 m = op->map; 2048 m = op->map;
2310 2049
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2050 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; 2051 return;
2315 }
2316 2052
2317 mon = NULL; 2053 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2057 * on the space
2322 */ 2058 */
2323 while (tmp != NULL) 2059 while (tmp)
2324 { 2060 {
2325 if (tmp == op) 2061 if (tmp == op)
2326 { 2062 {
2327 tmp = tmp->above; 2063 tmp = tmp->above;
2328 continue; 2064 continue;
2338 mon = tmp; 2074 mon = tmp;
2339 2075
2340 tmp = tmp->above; 2076 tmp = tmp->above;
2341 } 2077 }
2342 2078
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2079 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2080 return; /* into a wall */
2345 2081
2346 if (mon->head != NULL) 2082 if (mon->head)
2347 mon = mon->head; 2083 mon = mon->head;
2348 2084
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2086 if (player_attack_door (op, mon))
2351 return; 2087 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2110 {
2375 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2112 if (op->contr->braced)
2377 return; 2113 return;
2114
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2116 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2118 make_visible (op);
2119
2382 return; 2120 return;
2383 } 2121 }
2384 2122
2385 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2126 * attack them either.
2389 */ 2127 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2130#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2131 (op->contr->peaceful
2394 || (mon->type == PLAYER 2132 || (mon->type == PLAYER
2395 && mon->contr-> 2133 && mon->contr->
2396 peaceful)) && 2134 peaceful)) &&
2397#else 2135#else
2398 op->contr->peaceful && 2136 op->contr->peaceful &&
2399#endif 2137#endif
2400 !on_battleground)) 2138 !on_battleground))
2401 { 2139 {
2402 if (!op->contr->braced) 2140 if (!op->contr->braced)
2403 { 2141 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2143 push_ob (mon, dir, op);
2406 } 2144 }
2407 else 2145 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2147
2411 if (op->contr->tmp_invis || op->hide) 2148 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2149 make_visible (op);
2413 } 2150 }
2414 2151
2415 /* If the object is a boulder or other rollable object, then 2152 /* 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 2163 * 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: 2164 * 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 2165 * 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. 2166 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2167 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 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))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2170 {
2435 2171
2436 /* If the player hasn't hit something this tick, and does 2172 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2179 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2180
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2182 }
2447 2183
2448 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2449 2185
2450 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2189 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2192 {
2457 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2458 2194
2459 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2462 } 2198 }
2199
2463 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2464 make_visible (op); 2201 make_visible (op);
2465 } 2202 }
2466 } /* if player should attack something */ 2203 } /* if player should attack something */
2467} 2204}
2469int 2206int
2470move_player (object *op, int dir) 2207move_player (object *op, int dir)
2471{ 2208{
2472 int pick; 2209 int pick;
2473 2210
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2212 return 0;
2476 2213
2477 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2479 { 2216 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2218 return 0;
2482 } 2219 }
2483 2220
2484 /* peterm: added following line */ 2221 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487 2224
2488 op->facing = dir; 2225 op->facing = dir;
2489 2226
2502 2239
2503 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2241 * server can handle repeat firing.
2505 */ 2242 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2244 op->direction = dir;
2509 }
2510 else 2245 else
2511 {
2512 op->direction = 0; 2246 op->direction = 0;
2513 } 2247
2514 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2250 * for players.
2517 */ 2251 */
2518 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2570 2304
2571 /* call this here - we also will call this in do_ericserver, but 2305 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2306 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2307 * called, so we recheck it here.
2574 */ 2308 */
2575 HandleClient (&op->contr->socket, op->contr); 2309 if (op->contr->ns->handle_command ())
2310 return 1;
2311
2576 if (op->speed_left < 0) 2312 if (op->speed_left > 0)
2577 return 0; 2313 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2314 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2315 {
2581 /* All move commands take 1 tick, at least for now */ 2316 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2317 op->speed_left--;
2583 2318
2584 /* Instead of all the stuff below, let move_player take care 2319 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2320 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2321 * there, as well as the confusion stuff.
2587 */ 2322 */
2588 move_player (op, op->direction); 2323 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2324
2590 return 1; 2325 return op->speed_left > 0;
2591 else 2326 }
2592 return 0;
2593 } 2327 }
2328
2594 return 0; 2329 return 0;
2595} 2330}
2596 2331
2597int 2332int
2598save_life (object *op) 2333save_life (object *op)
2599{ 2334{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2335 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2336 return 0;
2604 2337
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2339 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2340 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2341 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)); 2342 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2343
2618 op->stats.hp = op->stats.maxhp; 2351 op->stats.hp = op->stats.maxhp;
2619 2352
2620 if (op->stats.food < 0) 2353 if (op->stats.food < 0)
2621 op->stats.food = 999; 2354 op->stats.food = 999;
2622 2355
2623 fix_player (op); 2356 op->update_stats ();
2624 return 1; 2357 return 1;
2625 } 2358 }
2359
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2360 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2361 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2362 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2363 return 0;
2630} 2364}
2639{ 2373{
2640 object *next; 2374 object *next;
2641 2375
2642 while (op) 2376 while (op)
2643 { 2377 {
2644 next = op->below; /* Make sure we have a good value, in case 2378 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2379
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2380 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2381 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2382 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2383 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2384
2385 op->insert_at (env);
2655 } 2386 }
2656 else if (op->inv) 2387 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2388 remove_unpaid_objects (op->inv, env);
2389
2658 op = next; 2390 op = next;
2659 } 2391 }
2660} 2392}
2661
2662 2393
2663/* 2394/*
2664 * Returns pointer a static string containing gravestone text 2395 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2396 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2397 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2408 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2410 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2411 else
2681 sprintf (buf, "%s\n", &op->name); 2412 sprintf (buf, "%s\n", &op->name);
2413
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2415 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2417 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2418 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2419 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2420
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2421 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2422 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2691 { 2424 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2425 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2426 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2427 strcat (buf2, buf);
2695 } 2428 }
2429
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2430 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2431 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2432 strcat (buf2, buf);
2433
2699 return buf2; 2434 return buf2;
2700} 2435}
2701
2702
2703 2436
2704void 2437void
2705do_some_living (object *op) 2438do_some_living (object *op)
2706{ 2439{
2707 int last_food = op->stats.food; 2440 int last_food = op->stats.food;
2716 const int max_grace = 1; 2449 const int max_grace = 1;
2717 2450
2718 if (op->contr->outputs_sync) 2451 if (op->contr->outputs_sync)
2719 { 2452 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2453 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) 2454 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]); 2455 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2456 }
2724 2457
2725 if (op->contr->state == ST_PLAYING) 2458 if (op->contr->ns->state == ST_PLAYING)
2726 { 2459 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2460 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2461 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2462 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2463 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2464 else
2733 { 2465 {
2734 gen_hp = op->stats.maxhp; 2466 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2467 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2468 }
2469
2737 if (op->contr->gen_sp >= 0) 2470 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2471 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2472 else
2740 { 2473 {
2741 gen_sp = op->stats.maxsp; 2474 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2475 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2476 }
2477
2744 if (op->contr->gen_grace >= 0) 2478 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2479 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2480 else
2747 { 2481 {
2748 gen_grace = op->stats.maxgrace; 2482 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2498 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2499 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2500 op->stats.food = last_food;
2767 } 2501 }
2768 } 2502 }
2503
2769 if (max_sp > 1) 2504 if (max_sp > 1)
2770 { 2505 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2506 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2507 if (over_sp > 0)
2773 { 2508 {
2774 if (op->stats.sp < op->stats.maxsp) 2509 if (op->stats.sp < op->stats.maxsp)
2775 { 2510 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2514 op->stats.sp--;
2515
2779 if (op->stats.sp > op->stats.maxsp) 2516 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2517 op->stats.sp = op->stats.maxsp;
2781 } 2518 }
2782 op->last_sp = 0; 2519 op->last_sp = 0;
2783 } 2520 }
2784 else 2521 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2523 }
2789 else 2524 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2526 }
2794 2527
2795 /* Regenerate Grace */ 2528 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2529 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2530 if (--op->last_grace < 0)
2798 { 2531 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2532 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2533 op->stats.grace++; /* no penalty in food for regaining grace */
2534
2801 if (max_grace > 1) 2535 if (max_grace > 1)
2802 { 2536 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2537 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2538 if (over_grace > 0)
2805 { 2539 {
2833 op->stats.food += op->contr->digestion; 2567 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2568 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2569 op->stats.food = last_food;
2836 } 2570 }
2837 } 2571 }
2572
2838 if (max_hp > 1) 2573 if (max_hp > 1)
2839 { 2574 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2576 if (over_hp > 0)
2842 { 2577 {
2866 2601
2867 if (op->contr->gen_hp > 0) 2602 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2604 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606
2871 /* dms do not consume food */ 2607 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2609 op->stats.food--;
2874 } 2610 }
2875 }
2876 2611
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2612 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2613 {
2879 object *tmp, *flesh = NULL; 2614 object *tmp, *flesh = 0;
2880 2615
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2616 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2617 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2618 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2619 {
2620 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2621 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2622 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2623 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2624 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2625 break;
2891 } 2626 }
2892 else if (tmp->type == FLESH) 2627 else if (tmp->type == FLESH)
2893 flesh = tmp; 2628 flesh = tmp;
2894 } /* End if paid for object */ 2629 } /* End if paid for object */
2895 } /* end of for loop */ 2630 } /* end of for loop */
2631
2896 /* If player is still starving, it means they don't have any food, so 2632 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2633 * eat flesh instead.
2898 */ 2634 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2635 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2636 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2637 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2638 manual_apply (op, flesh, 0);
2903 } 2639 }
2904 } /* end if player is starving */ 2640 }
2905 2641
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2642 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2643 op->stats.food++, op->stats.hp--;
2908 2644
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2646 kill_player (op);
2647 }
2911} 2648}
2912
2913
2914 2649
2915/* If the player should die (lack of hp, food, etc), we call this. 2650/* 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 2651 * 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 2652 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2653 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2683 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..."); 2684 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2685
2951 /* restore player */ 2686 /* restore player */
2952 at = archetype::find ("poisoning"); 2687 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2689 {
2956 tmp->destroy (); 2690 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2691 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2692 }
2959 2693
2960 at = archetype::find ("confusion"); 2694 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2695 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2696 {
2964 tmp->destroy (); 2697 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2699 }
2967 2700
2969 op->stats.hp = op->stats.maxhp; 2702 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2703 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2704 op->stats.food = 999;
2972 2705
2973 /* create a bodypart-trophy to make the winner happy */ 2706 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2707 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2708 {
2977 sprintf (buf, "%s's finger", &op->name); 2709 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2710 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2711 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2712 " 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); 2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2714 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2715 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2716 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2717 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2718 }
2988 2719
2989 /* teleport defeated player to new destination */ 2720 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2721 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2722 op->contr->braced = 0;
2996 2727
2997 command_kill_pets (op, 0); 2728 command_kill_pets (op, 0);
2998 2729
2999 if (op->stats.food < 0) 2730 if (op->stats.food < 0)
3000 { 2731 {
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); 2732 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2733 strcpy (op->contr->killer, "starvation");
3010 } 2734 }
3011 else 2735 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); 2736 sprintf (buf, "%s died.", &op->name);
3021 } 2737
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2739
3024 /* save the map location for corpse, gravestone */ 2740 /* save the map location for corpse, gravestone */
3025 x = op->x; 2741 x = op->x;
3026 y = op->y; 2742 y = op->y;
3027 map = op->map; 2743 map = op->map;
3028 2744
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2745 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2746 * 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. 2747 * See the config.h file for a little more in depth detail about this.
3035 */ 2748 */
3036 2749
3037 /* Basically two ways to go - remove a stat permanently, or just 2750 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2751 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2752 * of death.
3040 */ 2753 */
3041#ifndef COZY_SERVER 2754#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2755 if (settings.balanced_stat_loss)
3043 { 2756 {
3044 /* If stat loss is permanent, lose one stat only. */ 2757 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2758 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2759 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2760 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2761 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2762 little bit harder. */
3050 /* GD */ 2763 /* GD */
3051 if (settings.stat_loss_on_death) 2764 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2765 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2766 else
3057 { 2767 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2768 }
2769 else
3058 num_stats_lose = 1; 2770 num_stats_lose = 1;
3059 } 2771
3060 lost_a_stat = 0; 2772 lost_a_stat = 0;
3061 2773
3062 for (z = 0; z < num_stats_lose; z++) 2774 for (z = 0; z < num_stats_lose; z++)
3063 { 2775 {
3064 i = RANDOM () % NUM_STATS; 2776 i = RANDOM () % NUM_STATS;
3065 2777
3066 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3067 { 2779 {
3068 /* Pick a random stat and take a point off it. Tell the player 2780 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2781 * what he lost.
3070 */ 2782 */
3071 change_attr_value (&(op->stats), i, -1); 2783 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2784 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2785 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2786 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2788 lost_a_stat = 1;
2789 }
2790 else
2791 {
2792 /* deplete a stat */
2793 archetype *deparch = archetype::find ("depletion");
2794 object *dep;
2795
2796 dep = present_arch_in_ob (deparch, op);
2797 if (!dep)
2798 {
2799 dep = arch_to_object (deparch);
2800 insert_ob_in_ob (dep, op);
3077 } 2801 }
3078 else 2802 lose_this_stat = 1;
2803 if (settings.balanced_stat_loss)
3079 { 2804 {
3080 /* deplete a stat */ 2805 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2806 /* Get the stat that we're about to deplete. */
3082 object *dep; 2807 this_stat = get_attr_value (&(dep->stats), i);
3083 2808 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2809 {
3087 dep = arch_to_object (deparch); 2810 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2811 int keep_chance = this_stat * this_stat;
3089 } 2812
3090 lose_this_stat = 1; 2813 /* 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) 2814 if (keep_chance < 1)
2815 keep_chance = 1;
2816
2817 /* There is a maximum depletion total per level. */
2818 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2819 {
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; 2820 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2821 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2822 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 } 2823 }
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 */ 2824 else
3132 if (this_stat >= -50)
3133 { 2825 {
3134 change_attr_value (&(dep->stats), i, -1); 2826 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; 2827 lose_this_stat = 0;
2828 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2829 this_stat, keep_chance, loss_chance,
2830 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2831 }
3140 } 2832 }
3141 } 2833 }
2834
2835 if (lose_this_stat)
2836 {
2837 this_stat = get_attr_value (&(dep->stats), i);
2838 /* We could try to do something clever like find another
2839 * stat to reduce if this fails. But chances are, if
2840 * stats have been depleted to -50, all are pretty low
2841 * and should be roughly the same, so it shouldn't make a
2842 * difference.
2843 */
2844 if (this_stat >= -50)
2845 {
2846 change_attr_value (&(dep->stats), i, -1);
2847 SET_FLAG (dep, FLAG_APPLIED);
2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2849 op->update_stats ();
2850 lost_a_stat = 1;
2851 }
3142 } 2852 }
2853 }
2854 }
3143 /* If no stat lost, tell the player. */ 2855 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2856 if (!lost_a_stat)
3145 { 2857 {
3146 /* determine_god() seems to not work sometimes... why is this? 2858 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2859 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2860 const char *god = determine_god (op);
3149 2861
3150 if (god && (strcmp (god, "none"))) 2862 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); 2863 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2864 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2865 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2866 }
3155#else 2867#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2869#endif
3158 2870
3159 /* Put a gravestone up where the character 'almost' died. List the 2871 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2872 * exp loss on the stone.
3161 */ 2873 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2874 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2875 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2876 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2877 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2878 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); 2879 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; 2880 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2881 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2882 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2883
3172 /**************************************/ 2884 /**************************************/
3173 /* */ 2885 /* */
3174 /* Subtract the experience points, */ 2886 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2887 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2888 /* food, and reset HP's... */
3177 /* */ 2889 /* */
3178 /**************************************/ 2890 /**************************************/
3179 2891
3180 /* remove any poisoning and confusion the character may be suffering. */ 2892 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2893 /* restore player */
3182 at = archetype::find ("poisoning"); 2894 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3184 2896
3185 if (tmp) 2897 if (tmp)
3186 { 2898 {
3187 tmp->destroy (); 2899 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2900 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2901 }
3190 2902
3191 at = archetype::find ("confusion"); 2903 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2904 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2905 if (tmp)
3194 { 2906 {
3195 tmp->destroy (); 2907 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2909 }
3198 2910
3199 cure_disease (op, 0); /* remove any disease */ 2911 cure_disease (op, 0); /* remove any disease */
3200 2912
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2913 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2914 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2915 if (op->stats.food < 100)
3204 op->stats.food = 900; 2916 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2917 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2920
3209 /* 2921 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2922 * 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 2923 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2924 * in the map.
3213 */ 2925 */
3214 2926
3215 if (is_in_shop (op)) 2927 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2928 remove_unpaid_objects (op->inv, op);
3217 2929
3218 /****************************************/ 2930 /****************************************/
3219 /* */ 2931 /* */
3220 /* Move player to his current respawn- */ 2932 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2933 /* position (usually last savebed) */
3222 /* */ 2934 /* */
3223 /****************************************/ 2935 /****************************************/
3224 2936
3225 enter_player_savebed (op); 2937 enter_player_savebed (op);
3226 2938
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2939 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2940
3233 /* it is possible that the player has blown something up 2941 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2942 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2943 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2944 * on the space that might harm the player.
3237 */ 2945 */
3238 will_kill_again = 0; 2946 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2948 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2949 will_kill_again |= tmp->attacktype;
3242 2950
3243 if (will_kill_again) 2951 if (will_kill_again)
3244 { 2952 {
3245 object *force; 2953 object *force;
3246 int at; 2954 int at;
3247 2955
3248 force = get_archetype (FORCE_NAME); 2956 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2957 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2958 force->speed = 0.1;
3251 force->speed_left = -5.0; 2959 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2960 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2961 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2962 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2963 force->resist[at] = 100;
3256 2964
3257 insert_ob_in_ob (force, op); 2965 insert_ob_in_ob (force, op);
3258 fix_player (op); 2966 op->update_stats ();
3259 2967
3260 } 2968 }
3261 2969
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2970 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} 2971}
3331
3332 2972
3333void 2973void
3334loot_object (object *op) 2974loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2975{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2976 object *tmp, *tmp2, *next;
3337 2977
3338 if (op->container) 2978 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 2979 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 2980
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2981 for (tmp = op->inv; tmp; tmp = next)
3344 { 2982 {
3345 next = tmp->below; 2983 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2984
2985 if (tmp->invisible)
3347 continue; 2986 continue;
2987
3348 tmp->remove (); 2988 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2989 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 2990 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2991 { /* empty container to ground */
3352 loot_object (tmp); 2992 loot_object (tmp);
3374 */ 3014 */
3375 3015
3376void 3016void
3377fix_weight (void) 3017fix_weight (void)
3378{ 3018{
3379 player *pl; 3019 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3020 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3021 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3022
3385 if (old == sum) 3023 if (old == sum)
3386 continue; 3024 continue;
3387 fix_player (pl->ob); 3025 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3026 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3027 }
3390} 3028}
3391 3029
3392void 3030void
3393fix_luck (void) 3031fix_luck (void)
3394{ 3032{
3395 player *pl; 3033 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3034 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3035 pl->ob->change_luck (0);
3400} 3036}
3401
3402 3037
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3038/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3039 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3040 * just treat this as any other spell casting object.
3406 */ 3041 */
3407
3408void 3042void
3409cast_dust (object *op, object *throw_ob, int dir) 3043cast_dust (object *op, object *throw_ob, int dir)
3410{ 3044{
3411 object *skop, *spob; 3045 object *skop, *spob;
3412 3046
3457 object *tmp = NULL; 3091 object *tmp = NULL;
3458 3092
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3094 return 1;
3461 3095
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; 3096 return 0;
3468} 3097}
3469 3098
3470/* look at the surrounding terrain to determine 3099/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3100 * the hideability of this object. Positive levels
3527 3156
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3157 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3158
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3159 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3160 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3161 if (!skop || num >= skop->level)
3534 { 3162 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3164 make_visible (op);
3537 return; 3165 return;
3538 } 3166 }
3539 else 3167 else
3540 num += 20; 3168 num += 20;
3541 } 3169
3542 num += op->map->difficulty; 3170 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3171 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3172 num -= hide;
3173
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3174 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3175 {
3547 make_visible (op); 3176 make_visible (op);
3548 if (op->type == PLAYER) 3177 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3178 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3179 }
3551 else if (op->type == PLAYER && skop) 3180 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3181 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3182}
3556 3183
3557/* determine if who is standing near a hostile creature. */ 3184/* determine if who is standing near a hostile creature. */
3558 3185
3559int 3186int
3586 if (mflags & P_OUT_OF_MAP) 3213 if (mflags & P_OUT_OF_MAP)
3587 continue; 3214 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3215 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3216 continue;
3590 3217
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3218 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3219 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3220 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3221 return 1;
3595 else if (tmp->type == PLAYER) 3222 else if (tmp->type == PLAYER)
3596 { 3223 {
3626 if (pl->type != PLAYER) 3253 if (pl->type != PLAYER)
3627 { 3254 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3255 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3256 return -1;
3630 } 3257 }
3258
3631 if (!pl || !op) 3259 if (!pl || !op)
3632 return 0; 3260 return 0;
3633 3261
3634 if (op->head)
3635 {
3636 op = op->head; 3262 op = op->head_ ();
3637 } 3263
3638 get_rangevector (pl, op, &rv, 0x1); 3264 get_rangevector (pl, op, &rv, 0x1);
3639 3265
3640 /* starting with the 'head' part, lets loop 3266 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3267 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3268 * part that is in the los array but isnt on
3650 3276
3651 /* only the viewable area the player sees is updated by LOS 3277 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3278 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3279 * for any meaningful values.
3654 */ 3280 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3282 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3283 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3284 return 1;
3659 op = op->more; 3285 op = op->more;
3660 } 3286 }
3661 return 0; 3287 return 0;
3662} 3288}
3772 if (trlist == NULL || who->type != PLAYER) 3398 if (trlist == NULL || who->type != PLAYER)
3773 return; 3399 return;
3774 3400
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3401 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3402
3777 if (tr == NULL || tr->item == NULL) 3403 if (!tr || !tr->item)
3778 { 3404 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3405 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3406 return;
3781 } 3407 }
3782 3408
3848 { 3474 {
3849 /* forces in the treasurelist can alter the player's stats */ 3475 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3476 object *skin;
3851 3477
3852 /* first get the dragon skin force */ 3478 /* first get the dragon skin force */
3479 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); 3480 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3481 ;
3482
3854 if (skin == NULL) 3483 if (!skin)
3855 return; 3484 return;
3856 3485
3857 /* adding new spellpath attunements */ 3486 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3487 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3488 {

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