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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 1.91 by root, Sun Jan 7 23:10:43 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 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->pl = 0;
291 this->ns = 0;
292 }
293
294 deactivate ();
295}
296
297// the need for this function can be explained
298// by load_object not returning the object
299void
300player::set_object (object *op)
301{
302 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */
304
305 ob->speed_left = 0.5;
306 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312}
313
314player::player ()
315{
241 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 317 * we deal with that below this point.
243 */ 318 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 322
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
255 324
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; 325 gen_sp_armour = 10;
270 p->last_speed = -1; 326 last_speed = -1;
271 p->shoottype = range_none; 327 shoottype = range_none;
272 p->bowtype = bow_normal; 328 bowtype = bow_normal;
273 p->petmode = pet_normal; 329 petmode = pet_normal;
274 p->listening = 10; 330 listening = 10;
275 p->usekeys = containers; 331 usekeys = containers;
276 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 334 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);
286 335
287 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
290 * at zero. 339 * at zero.
291 */ 340 */
292 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 343
296 }
297 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 345 last_resist[i] = -1;
300 } 346
301 p->last_stats.exp = -1; 347 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 349}
308 350
309/* This loads the first map an puts the player on it. */ 351void
310static void 352player::do_destroy ()
311set_first_map (object *op)
312{ 353{
313 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 355
356 attachable::do_destroy ();
357
358 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy ();
362 }
363}
364
365player::~player ()
366{
367 /* Clear item stack */
368 free (stack_items);
369}
370
319/* Tries to add player on the connection passwd in ns. 371/* 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 372 * All we can really get in this is some settings like host and display
321 * mode. 373 * mode.
322 */ 374 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 375player *
376player::create ()
377{
378 player *pl = new player;
328 379
329 p = get_player (NULL); 380 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); 381 set_first_map (pl->ob);
344 382
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; 383 return pl;
353} 384}
354 385
355/* 386/*
356 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
366 { 397 {
367 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
368 at = first_archetype; 399 at = first_archetype;
369 else 400 else
370 at = at->next; 401 at = at->next;
402
371 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
372 return at; 404 return at;
405
373 if (at == start) 406 if (at == start)
374 { 407 {
375 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 409 exit (-1);
377 } 410 }
378 } 411 }
379} 412}
380 413
381
382object * 414object *
383get_nearest_player (object *mon) 415get_nearest_player (object *mon)
384{ 416{
385 object *op = NULL; 417 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 418 objectlink *ol;
388 unsigned lastdist; 419 unsigned lastdist;
389 rv_vector rv; 420 rv_vector rv;
390 421
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 454 {
424 op = ol->ob; 455 op = ol->ob;
425 lastdist = rv.distance; 456 lastdist = rv.distance;
426 } 457 }
427 } 458 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 459
429 { 460 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
434 { 463 {
435 op = pl->ob; 464 op = pl->ob;
436 lastdist = rv.distance; 465 lastdist = rv.distance;
437 } 466 }
438 } 467
439 }
440#if 0 468#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 470#endif
443 return op; 471 return op;
444} 472}
462 * circling behaviour. Unfortunately, this function is also used to determined 490 * 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 491 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 492 * is probably not a good thing.
465 */ 493 */
466#define MAX_SPACES 50 494#define MAX_SPACES 50
467
468 495
469/* 496/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * 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 498 * 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 499 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
712 link_player_skills (pl); 739 link_player_skills (pl);
713} 740}
714 741
715void 742void
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) 743get_party_password (object *op, partylist *party)
800{ 744{
801 if (party == NULL) 745 if (party == NULL)
802 { 746 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 748 return;
805 } 749 }
750
806 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 755}
811
812 756
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 758static int
815roll_stat (void) 759roll_stat (void)
816{ 760{
817 int a[4], i, j, k; 761 int a[4], i, j, k;
818 762
819 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 767 if (a[i] < k)
824 k = a[i], j = i; 768 k = a[i], j = i;
825 769
826 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 771 if (i != j)
829 k += a[i]; 772 k += a[i];
830 } 773
831 return k; 774 return k;
832} 775}
833 776
834void 777void
835roll_stats (object *op) 778object::roll_stats ()
836{ 779{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 780 int statsort [7];
840 781
841 do 782 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 } 783 {
852 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
853 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
854 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 793 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;
862 794
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]; 795 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
887 802
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; 803 stats.exp = 0;
899 op->stats.ac = 0; 804 stats.ac = 0;
900 805
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; 806 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
812 contr->levhp[1] = 9;
813 contr->levsp[1] = 6;
814 contr->levgrace[1] = 3;
815
909 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
910} 818}
911 819
912void 820void
913Roll_Again (object *op) 821object::swap_stats (int a, int b)
914{ 822{
915 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 824 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)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 826
920void 827 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
922{ 859{
923 signed char tmp;
924 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
925 861
926 if (op->contr->Swap_First == -1) 862 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); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 864 //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); 865 //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} 866}
1041 867
1042/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1046 * not the class. 872 * not the class.
1047 */ 873 */
1048
1049int 874int
1050key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1051{ 876{
1052 int tmp_loop; 877 int tmp_loop;
1053 878
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1061 { 880 {
1062 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1063 882
1064 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, op, 0, 0, 0);
1070 889
1071 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1073 892
1074 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1075 894
1076 if (op->msg) 895 if (op->msg)
1077 op->msg = NULL; 896 op->msg = NULL;
1078 897
1079 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1088 start_info (op); 907 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 910 link_player_skills (op);
1092 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1093 fix_player (op); 912 op->update_stats ();
1094 913
1095 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1096 * is one for this race 915 * is one for this race
1097 */ 916 */
1098 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1099 { 918 {
1100 object *tmp; 919 object *tmp;
1101 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1102 921
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 923 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1110 * default initial map */ 929 * default initial map */
1111 tmp->destroy (); 930 tmp->destroy ();
1112 } 931 }
1113 else 932 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 934
1117 return 0; 935 return 0;
1118 } 936 }
1119 937
1120 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1125 while (!tmp_loop) 943 while (!tmp_loop)
1126 { 944 {
1127 shstr name = op->name; 945 shstr name = op->name;
1128 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1129 947
1130 remove_statbonus (op); 948 op->remove_statbonus ();
1131 op->remove (); 949 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1134 op->instantiate (); 952 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1137 op->x = x; 955 op->x = x;
1138 op->y = y; 956 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 960 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1144 } 962 }
1145 963
1146 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 966 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 969 op->stats.grace = 0;
1152 970
1153 if (op->msg) 971 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 973
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 974 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; 975 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} 976}
1208 977
1209void 978void
1210flee_player (object *op) 979flee_player (object *op)
1211{ 980{
1241 { 1010 {
1242 op->enemy = NULL; 1011 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1013 return;
1245 } 1014 }
1015
1246 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1247 1017
1248 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1250 { 1020 {
1251 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1252 1022
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1024 return;
1256 }
1257 } 1025 }
1026
1258 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1029 op->enemy = NULL;
1261} 1030}
1262 1031
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 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)))); 1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1119 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 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)))); 1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 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 } 1124 }
1125
1384 /* philosophy: 1126 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1127 * 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 1128 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1130 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1131 * example.
1390 * The drawback: right now it has no frontend, so you need to 1132 * 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 1133 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1560 if (!dir)
1819 { 1561 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1563 return 0;
1822 } 1564 }
1565
1823 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1825 else 1568 else
1826 { 1569 {
1827 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1835 { 1578 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1580 return 0;
1838 } 1581 }
1839 } 1582 }
1583
1840 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1841 { 1585 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1587 return 0;
1844 } 1588 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1591
1848 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1851 if (bowspeed < 1) 1596 if (bowspeed < 1)
1852 bowspeed = 1; 1597 bowspeed = 1;
1853 1598
1854 if (arrow == NULL) 1599 if (arrow == NULL)
1855 { 1600 {
1861 else 1606 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1608 return 0;
1864 } 1609 }
1865 } 1610 }
1611
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1614 return 0;
1870 } 1615
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1617 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1618 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1619 return 0;
1875 } 1620 }
1881 return 0; 1626 return 0;
1882 } 1627 }
1883 1628
1884 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1631 if (!arrow)
1887 { 1632 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1634 return 0;
1890 } 1635 }
1636
1891 arrow->set_owner (op); 1637 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1639 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1640
1898 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1899 { 1642 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1644 op->update_stats ();
1902 } 1645 }
1903 1646
1904 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1910 1653
1911 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1655 * added to the damage. I think the strength bonus is more proper.
1913 */ 1656 */
1914 1657
1916 1659
1917 /* update the speed */ 1660 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 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; 1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1663
1921 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1925 1666
1926 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1927 { 1668 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1679 }
1939 1680
1940 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1942 1683
1943 if (bow->slaying != NULL) 1684 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1945 1686
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1689
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1952 1692
1953 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1694 move_arrow (arrow);
1955 1695
1956 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1982 } 1722 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1724 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1726 wcmod = -1;
1727
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1729 }
1989 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1990 { 1731 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1802
2062 if (item->arch) 1803 if (item->arch)
2063 { 1804 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2066 item->speed = 0; 1807 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1808 }
1809
2069 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1812 }
2072 } 1813 }
2073 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1815 drain_rod_charge (item);
2076 }
2077 } 1816 }
2078} 1817}
2079 1818
2080/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2081 */ 1820 */
2224 * 0 otherwise 1963 * 0 otherwise
2225 */ 1964 */
2226static int 1965static int
2227player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2228{ 1967{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* 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 - 1969 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2233 */ 1971 */
2234 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2276 */ 2014 */
2277
2278void 2015void
2279move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2280{ 2017{
2281 object *tmp, *mon; 2018 object *tmp, *mon;
2282 sint16 nx, ny; 2019 sint16 nx, ny;
2284 maptile *m; 2021 maptile *m;
2285 2022
2286 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2288 2025
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2290 2027
2291 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2299 */ 2036 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2038 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2040 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2305 if (!m) 2042 if (!m)
2306 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2307 } 2044 }
2308 else 2045 else
2309 m = op->map; 2046 m = op->map;
2310 2047
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 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; 2049 return;
2315 }
2316 2050
2317 mon = NULL; 2051 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2055 * on the space
2322 */ 2056 */
2323 while (tmp != NULL) 2057 while (tmp)
2324 { 2058 {
2325 if (tmp == op) 2059 if (tmp == op)
2326 { 2060 {
2327 tmp = tmp->above; 2061 tmp = tmp->above;
2328 continue; 2062 continue;
2338 mon = tmp; 2072 mon = tmp;
2339 2073
2340 tmp = tmp->above; 2074 tmp = tmp->above;
2341 } 2075 }
2342 2076
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2078 return; /* into a wall */
2345 2079
2346 if (mon->head != NULL) 2080 if (mon->head)
2347 mon = mon->head; 2081 mon = mon->head;
2348 2082
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2351 return; 2085 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2108 {
2375 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2110 if (op->contr->braced)
2377 return; 2111 return;
2112
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2116 make_visible (op);
2117
2382 return; 2118 return;
2383 } 2119 }
2384 2120
2385 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2124 * attack them either.
2389 */ 2125 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2129 (op->contr->peaceful
2394 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2395 && mon->contr-> 2131 && mon->contr->
2396 peaceful)) && 2132 peaceful)) &&
2397#else 2133#else
2398 op->contr->peaceful && 2134 op->contr->peaceful &&
2399#endif 2135#endif
2400 !on_battleground)) 2136 !on_battleground))
2401 { 2137 {
2402 if (!op->contr->braced) 2138 if (!op->contr->braced)
2403 { 2139 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2406 } 2142 }
2407 else 2143 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2145
2411 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2147 make_visible (op);
2413 } 2148 }
2414 2149
2415 /* If the object is a boulder or other rollable object, then 2150 /* 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 2161 * 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: 2162 * 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 2163 * 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. 2164 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2165 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 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))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2168 {
2435 2169
2436 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2178
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2180 }
2447 2181
2448 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2449 2183
2450 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2187 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2190 {
2457 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2458 2192
2459 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2462 } 2196 }
2197
2463 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2464 make_visible (op); 2199 make_visible (op);
2465 } 2200 }
2466 } /* if player should attack something */ 2201 } /* if player should attack something */
2467} 2202}
2469int 2204int
2470move_player (object *op, int dir) 2205move_player (object *op, int dir)
2471{ 2206{
2472 int pick; 2207 int pick;
2473 2208
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2210 return 0;
2476 2211
2477 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2479 { 2214 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2216 return 0;
2482 } 2217 }
2483 2218
2484 /* peterm: added following line */ 2219 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487 2222
2488 op->facing = dir; 2223 op->facing = dir;
2489 2224
2502 2237
2503 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2239 * server can handle repeat firing.
2505 */ 2240 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2242 op->direction = dir;
2509 }
2510 else 2243 else
2511 {
2512 op->direction = 0; 2244 op->direction = 0;
2513 } 2245
2514 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2248 * for players.
2517 */ 2249 */
2518 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2570 2302
2571 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2305 * called, so we recheck it here.
2574 */ 2306 */
2575 HandleClient (&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2576 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2577 return 0; 2311 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2313 {
2581 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2315 op->speed_left--;
2583 2316
2584 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2587 */ 2320 */
2588 move_player (op, op->direction); 2321 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2322
2590 return 1; 2323 return op->speed_left > 0;
2591 else 2324 }
2592 return 0;
2593 } 2325 }
2326
2594 return 0; 2327 return 0;
2595} 2328}
2596 2329
2597int 2330int
2598save_life (object *op) 2331save_life (object *op)
2599{ 2332{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2334 return 0;
2604 2335
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2338 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 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)); 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2341
2618 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2619 2350
2620 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2621 op->stats.food = 999; 2352 op->stats.food = 999;
2622 2353
2623 fix_player (op); 2354 op->update_stats ();
2624 return 1; 2355 return 1;
2625 } 2356 }
2357
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2361 return 0;
2630} 2362}
2639{ 2371{
2640 object *next; 2372 object *next;
2641 2373
2642 while (op) 2374 while (op)
2643 { 2375 {
2644 next = op->below; /* Make sure we have a good value, in case 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2377
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2379 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2655 } 2384 }
2656 else if (op->inv) 2385 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2658 op = next; 2388 op = next;
2659 } 2389 }
2660} 2390}
2661
2662 2391
2663/* 2392/*
2664 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2409 else
2681 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2413 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2416 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2420 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2691 { 2422 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2425 strcat (buf2, buf);
2695 } 2426 }
2427
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2699 return buf2; 2432 return buf2;
2700} 2433}
2701
2702
2703 2434
2704void 2435void
2705do_some_living (object *op) 2436do_some_living (object *op)
2706{ 2437{
2707 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2716 const int max_grace = 1; 2447 const int max_grace = 1;
2717 2448
2718 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2719 { 2450 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 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) 2452 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]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2454 }
2724 2455
2725 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2726 { 2457 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2462 else
2733 { 2463 {
2734 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2466 }
2467
2737 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2470 else
2740 { 2471 {
2741 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2474 }
2475
2744 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2478 else
2747 { 2479 {
2748 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2498 op->stats.food = last_food;
2767 } 2499 }
2768 } 2500 }
2501
2769 if (max_sp > 1) 2502 if (max_sp > 1)
2770 { 2503 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2505 if (over_sp > 0)
2773 { 2506 {
2774 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2775 { 2508 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2512 op->stats.sp--;
2513
2779 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2781 } 2516 }
2782 op->last_sp = 0; 2517 op->last_sp = 0;
2783 } 2518 }
2784 else 2519 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2521 }
2789 else 2522 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2524 }
2794 2525
2795 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2798 { 2529 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2801 if (max_grace > 1) 2533 if (max_grace > 1)
2802 { 2534 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2536 if (over_grace > 0)
2805 { 2537 {
2833 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2567 op->stats.food = last_food;
2836 } 2568 }
2837 } 2569 }
2570
2838 if (max_hp > 1) 2571 if (max_hp > 1)
2839 { 2572 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2574 if (over_hp > 0)
2842 { 2575 {
2866 2599
2867 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2602 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2871 /* dms do not consume food */ 2605 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2607 op->stats.food--;
2874 } 2608 }
2875 }
2876 2609
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2611 {
2879 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2880 2613
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2615 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2623 break;
2891 } 2624 }
2892 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2893 flesh = tmp; 2626 flesh = tmp;
2894 } /* End if paid for object */ 2627 } /* End if paid for object */
2895 } /* end of for loop */ 2628 } /* end of for loop */
2629
2896 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2631 * eat flesh instead.
2898 */ 2632 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2634 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2903 } 2637 }
2904 } /* end if player is starving */ 2638 }
2905 2639
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2908 2642
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2644 kill_player (op);
2645 }
2911} 2646}
2912
2913
2914 2647
2915/* If the player should die (lack of hp, food, etc), we call this. 2648/* 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 2649 * 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 2650 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2651 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2681 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..."); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2683
2951 /* restore player */ 2684 /* restore player */
2952 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2687 {
2956 tmp->destroy (); 2688 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2690 }
2959 2691
2960 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2694 {
2964 tmp->destroy (); 2695 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2697 }
2967 2698
2969 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2702 op->stats.food = 999;
2972 2703
2973 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2706 {
2977 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2708 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " 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); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2712 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2716 }
2988 2717
2989 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2720 op->contr->braced = 0;
2996 2725
2997 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2998 2727
2999 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
3000 { 2729 {
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); 2730 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3010 } 2732 }
3011 else 2733 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); 2734 sprintf (buf, "%s died.", &op->name);
3021 } 2735
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2737
3024 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3025 x = op->x; 2739 x = op->x;
3026 y = op->y; 2740 y = op->y;
3027 map = op->map; 2741 map = op->map;
3028 2742
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2744 * 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. 2745 * See the config.h file for a little more in depth detail about this.
3035 */ 2746 */
3036 2747
3037 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2750 * of death.
3040 */ 2751 */
3041#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3043 { 2754 {
3044 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2757 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2760 little bit harder. */
3050 /* GD */ 2761 /* GD */
3051 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2763 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2764 else
3057 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3058 num_stats_lose = 1; 2768 num_stats_lose = 1;
3059 } 2769
3060 lost_a_stat = 0; 2770 lost_a_stat = 0;
3061 2771
3062 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3063 { 2773 {
3064 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3065 2775
3066 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3067 { 2777 {
3068 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2779 * what he lost.
3070 */ 2780 */
3071 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2786 lost_a_stat = 1;
2787 }
2788 else
2789 {
2790 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion");
2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2796 {
2797 dep = arch_to_object (deparch);
2798 insert_ob_in_ob (dep, op);
3077 } 2799 }
3078 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3079 { 2802 {
3080 /* deplete a stat */ 2803 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3082 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3083 2806 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2807 {
3087 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3089 } 2810
3090 lose_this_stat = 1; 2811 /* 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) 2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2817 {
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; 2818 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2820 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 } 2821 }
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 */ 2822 else
3132 if (this_stat >= -50)
3133 { 2823 {
3134 change_attr_value (&(dep->stats), i, -1); 2824 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; 2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2829 }
3140 } 2830 }
3141 } 2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2843 {
2844 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats ();
2848 lost_a_stat = 1;
2849 }
3142 } 2850 }
2851 }
2852 }
3143 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2854 if (!lost_a_stat)
3145 { 2855 {
3146 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3149 2859
3150 if (god && (strcmp (god, "none"))) 2860 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); 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2862 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2864 }
3155#else 2865#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2867#endif
3158 2868
3159 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2870 * exp loss on the stone.
3161 */ 2871 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2874 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2876 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); 2877 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; 2878 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2881
3172 /**************************************/ 2882 /**************************************/
3173 /* */ 2883 /* */
3174 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3177 /* */ 2887 /* */
3178 /**************************************/ 2888 /**************************************/
3179 2889
3180 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2891 /* restore player */
3182 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3184 2894
3185 if (tmp) 2895 if (tmp)
3186 { 2896 {
3187 tmp->destroy (); 2897 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2899 }
3190 2900
3191 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2903 if (tmp)
3194 { 2904 {
3195 tmp->destroy (); 2905 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2907 }
3198 2908
3199 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3200 2910
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3204 op->stats.food = 900; 2914 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2918
3209 /* 2919 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2920 * 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 2921 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2922 * in the map.
3213 */ 2923 */
3214 2924
3215 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3217 2927
3218 /****************************************/ 2928 /****************************************/
3219 /* */ 2929 /* */
3220 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3222 /* */ 2932 /* */
3223 /****************************************/ 2933 /****************************************/
3224 2934
3225 enter_player_savebed (op); 2935 enter_player_savebed (op);
3226 2936
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2937 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2938
3233 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2942 * on the space that might harm the player.
3237 */ 2943 */
3238 will_kill_again = 0; 2944 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3242 2948
3243 if (will_kill_again) 2949 if (will_kill_again)
3244 { 2950 {
3245 object *force; 2951 object *force;
3246 int at; 2952 int at;
3247 2953
3248 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2956 force->speed = 0.1;
3251 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2961 force->resist[at] = 100;
3256 2962
3257 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3258 fix_player (op); 2964 op->update_stats ();
3259 2965
3260 } 2966 }
3261 2967
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 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} 2969}
3331
3332 2970
3333void 2971void
3334loot_object (object *op) 2972loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3337 2975
3338 if (op->container) 2976 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 2978
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3344 { 2980 {
3345 next = tmp->below; 2981 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3347 continue; 2984 continue;
2985
3348 tmp->remove (); 2986 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2989 { /* empty container to ground */
3352 loot_object (tmp); 2990 loot_object (tmp);
3374 */ 3012 */
3375 3013
3376void 3014void
3377fix_weight (void) 3015fix_weight (void)
3378{ 3016{
3379 player *pl; 3017 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3018 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3020
3385 if (old == sum) 3021 if (old == sum)
3386 continue; 3022 continue;
3387 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3025 }
3390} 3026}
3391 3027
3392void 3028void
3393fix_luck (void) 3029fix_luck (void)
3394{ 3030{
3395 player *pl; 3031 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3400} 3034}
3401
3402 3035
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3406 */ 3039 */
3407
3408void 3040void
3409cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3410{ 3042{
3411 object *skop, *spob; 3043 object *skop, *spob;
3412 3044
3457 object *tmp = NULL; 3089 object *tmp = NULL;
3458 3090
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3092 return 1;
3461 3093
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; 3094 return 0;
3468} 3095}
3469 3096
3470/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3527 3154
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3156
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3534 { 3160 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3162 make_visible (op);
3537 return; 3163 return;
3538 } 3164 }
3539 else 3165 else
3540 num += 20; 3166 num += 20;
3541 } 3167
3542 num += op->map->difficulty; 3168 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3170 num -= hide;
3171
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3173 {
3547 make_visible (op); 3174 make_visible (op);
3548 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3177 }
3551 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3180}
3556 3181
3557/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3558 3183
3559int 3184int
3586 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3587 continue; 3212 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3214 continue;
3590 3215
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3217 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3219 return 1;
3595 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3596 { 3221 {
3626 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3627 { 3252 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3254 return -1;
3630 } 3255 }
3256
3631 if (!pl || !op) 3257 if (!pl || !op)
3632 return 0; 3258 return 0;
3633 3259
3634 if (op->head)
3635 {
3636 op = op->head; 3260 op = op->head_ ();
3637 } 3261
3638 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3639 3263
3640 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3265 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3650 3274
3651 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3276 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3277 * for any meaningful values.
3654 */ 3278 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3282 return 1;
3659 op = op->more; 3283 op = op->more;
3660 } 3284 }
3661 return 0; 3285 return 0;
3662} 3286}
3772 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3773 return; 3397 return;
3774 3398
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3400
3777 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3778 { 3402 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3404 return;
3781 } 3405 }
3782 3406
3848 { 3472 {
3849 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3474 object *skin;
3851 3475
3852 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 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); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479 ;
3480
3854 if (skin == NULL) 3481 if (!skin)
3855 return; 3482 return;
3856 3483
3857 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3486 {

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